Creating a unique ID that doesn't match anything else across network

Oh, that’s why I didn’t understand, I meant identifying that exact item, one of the reason is that if I destroy the item for example, the reference that is still in the list of ground items on the other clients still exist and I have to cast the item everytime to get the data for the actor, the item is an actor with just item data(struct) and a mesh comp. Like in pubg when you press tab the a widget appears and you get a list of the items on the ground with the information it holds, and I just wondering because that list of ground items has to be looped and casted whenever something changes