I don’t know the proper solution on this, but i solved it via Editor Utility Widget
where on button click i’m:
- getting all relevant actors;
- set them guids if there is none;
- mark all the relevant blueprints dirty so that editor could see changes were made
- manually call “save all” (ctrl+shift+s)
Not 100% automated, but this solves the problem for me for now.
I did try to do it “properly”, but there was so much problems that it isn’t worth further research for me.
fyi the problems to consider:
- guids regenerating each time object is moved;
- guids not regenerating on actor duplication (like alt+move);
- guids regenerating on each blueprint compilation.