I have a related question.
When a building is converted to a forward Hq; Is the "engineer_to_spawn" entity dictated by the options laid out in the repair_station_ext area of the original buildings ebps?
If so is there an easy way to work around this? I don't want to clone every ambient building and replace the engineer type in every single buildings ebps/repair_station_ext.
You could try a spawn_entity with your desired repair_station. If I look at other things of the sort just make it invisible in the entity_blueprint. A good entity for reference is the ebps\races\british\buildings\defensive_structures\brit_forward_hq_repair_mp
Also, do not activate repair_station the ability.

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