What you ask is impossible. How can the editor distinguish between:
+ Every tick
-> Set X to Self.X + 50 * dt (needs dt)
+ Time = 1 second
-> Set X to Self.X + 50 (does not need dt, just want to make it jump)
Or how will it know that:
round(Self.X + cos(Self.Angle) * 50)
needs to be transformed in to:
round(Self.X + cos(Self.Angle) * 50 * dt)
...where it's not even a matter of just appending *dt, it needs to go inside another function.
The distinction depends on your own game's logic, therefore the editor cannot apply dt automatically and you have to add it yourself in the right places. Note however all behaviors and the rest of the engine is already framerate independent, it's only your own logic that you need to ensure is also framerate independent.