So im saving my URegionObj* (UObject with the data of the game regions).
Then when i load im doing this:
TextureReaderRef->All_Regions[i]->Rename(*GameInstance->Saved_All_Regions[i]->GetPathName());
So this gives the new spawned regions the name of the old Object that was saved in the game instance. Which is quite cool, and might just work.
Is this the correct thing to do?
Though im not doing exactly what you did so far, dont see yet the reason for it:
LoadedData.ActorPath.Split(“.”, nullptr, &IDName, ESearchCase::IgnoreCase, ESearchDir::FromEnd);
Is this really necessary or its just for aesthetic purposes? To have a cleaner name?
It was named as RegionObj_2444 before as you can see: