Is this for some in-editor only functionality? Because you shouldn’t use the actor name at runtime since it’s not reliable.
This kind of functionality is most likely only possible in C++ since it’s a pretty uncommon case, but there is a cheap plugin that might do what you’re looking for via Blueprint:
Yes, it is just for in-editor only, for organization purposes. For example, I would like to rename each Actor to a specific name, and move them to a specific folder within the World Outliner, dynamically through blueprints.
I’ll look into the plugin you linked to, thanks for your help!
Am I reading correctly that the only solution offered in this thread is a C++ one and not a Blueprint one?
I tried to search for a node named “Set Actor Label” and could not find it (and since this thread was created, we now have Editor Utility Scripting, and still they didn’t add it)?
any way to make this available for non-source code editors?
My use case is for widget naming mainly - I use some customized buttons and text for composition, and if there is a lot of them it would be great for the display name to get filled out on the pre-construct event.
This way each button could get automatically named something like “BTN+(some per-instance variable)”.
Just a little productivity helper. I’d be happy to pay for a plugin that makes something like this possible.