Giving each actor its own unique ID

Hello guys.
I am trying to make a Save and Load system for my game. I have basically completed it however I am having trouble with one problem. Basically, if I have an item in the world, there can not be two instances of that item because then the first one will disappear, leaving only the second. For example, if I have a chest in the world and one in my inventory. If i drop the second chest the first one will disappear when i load the game again as they are of the same class. I was wondering if there is a way to give each instance its own unique ID and how would I store this or if there is another way to fix this please let me know

What’s your code look like so far for saving/loading the actors placed in the world? If you’re not already doing so, you’ll want to get all the actors of class, let’s say (PlaceablesBP) and using a for each loop add the world transform of each actor to a transform array that you’ll want to save.

Then on load you’ll want to cycle through the transform array using a For Each Loop and spawn the PlaceableBP actor at the transform loaded in the array.

I made a youtube video explaining the situation because it is kinda hard explaining in text here is the link. Let me know if this helped. Also sorry about the glitchy thing that happens when I go over an item in the blueprint, didn’t know how to fix it.

Unreal has an inbuilt GUID, you can add at as a variable and save/load it