How to rename object after spawn via blueprint?

So, after I spawn object it gets new name, but I don’t like hundreds of objects with name “BP_Name_C1293”
It’s not crucial, but I want to name all new object by myself, but I cant find appropriate BP node

I am also looking for a way to do this. Any help would be greatly appreciated!

I’m also looking for that problem

2018, still waiting for an appropriate BP node…
Or is there a solution now?

Same issue. Is there any answer to this as of 2021?

You can use “SetActorLabel()” in Blueprints to rename the Actor after spawning it. This will change the name of the Actor in the World Outliner, BUT this is only for in-editor use, you can’t use the Actor’s Label at runtime.

Also, I’m pretty sure you need to have the “Editor Scripting Utilities” plugin enabled in order for “SetActorLabel()” to be available in Blueprints.

Okay, so I’m gonna answer this in excruciating detail since no one seems willing to come up with solutions:

To change an actor’s editor name:

  • Create a new Editor Utility Blueprint. Make sure that you have the Editor Utilities plugin enabled.
  • Create an Actor variable as well as any variables for the info you want (alternative you can also just pass the string if you want the Actor itself to determine its name). Make sure the variables are Instance Editable and Expose on Spawn.
  • OnBeginPlay in the EditorUtility, call SetActorLabel with reference to your actor variable. Of course, add validity/sanity checks as needed.
  • (Optional) Call Destroy Actor after SetActorLabel because these actors will now populate your editor, which is equally annoying.
  • In the original blueprint of the Actor whose name you want to change, add a part OnBeginPlay that spawns the EditorUtility Actor feeding in the variables and references you exposed.