Best way to compare actors in C++?

Hmm, well what, ultimately, I wish to accomplish is having a host of interactable objects with different meshes which provide different things when picked up. Now, my plan is to, ofc, never use the interactableObject class, as it’s meant to be the base/parent class for a bunch of child classes (such as PickUps, Dissolvables, Useables/Switches, Moveables). I’m relatively new to UE4, as I said, but I’ve seen that it’s possible to make blueprint iterations of these objects with different static meshes, which is beneficial for what I want to do (multiple different weapon pickups, for example), hence I would need to be detecting what weapon is being picked up when the user is interacting with it, and thus provide the user with that specific item in their inventory. Since I don’t know much about blueprints, I haven’t assumed that I can make a unique identifier within the object blueprints, which I can then use to store the item in an inventory system, appropriately. That’s why I thought (and still do think) it may be beneficial for me to detect and compare SM’s instead. What are your thoughts on this?