My current solution to that problem is that I have bound an event to On Georeference Updated that makes a pass through all pins/location markers returned by Get All Actors Of Class and updates their rotation when entering another sub level.
Simply put, I’m calling a function like “Snap Up to Ellipsoid Normal” (just that it snaps to the rotation from the save file) for all of the pins in the world when I’m flying to another location. It works but it’s not the most efficient solution and there’s always a short visible delay when the pins are snapping to their correct rotation.
