The scenario is I want to populate the world with various NPC characters and enemies and have a unique identifier for each. All NPCs will be created from a base class and customized through blueprints in the editor.
My Initial Idea:
I don’t care what that identifier is (FGuid or FName or other) but I’d like to generate it when the blueprint is created in the editor rather than having to manually specify it for each entity I want to be unique. I’ve thought of various methods to actually create the unique identifier but the key goal is to generate it upon creation of the blueprint itself.
I think I could possibly use the blueprint class name itself but am not entirely sure I want to use it. I would preferably like to use something like a generated number/string for the system rather than a flowery name given for human understanding. There is also a point that “some” of these will be spawnable and so will have a spawn identifier and an instance identifier when spawned. I know each object is given an identifier when spawned but it can be reused, so I would probably use that as the “instance” identifier. Is it possible to get the Blueprint Class Name for a Blueprinted object in C++?
I can’t help but think it would still be neat to do the first option, but am open to any suggestions that are floating around out there.