Is there a unique ID for actors placed in the level that is stable across executions and modifications to the level?

This wouldn’t be for respawning the actor. Ares9323’s initial response does cover where my actual question came from which is how to save references. If two actors are paired to each other in some way, you need a reliable way to repair them when loading a save. Obviously saving raw pointers wouldn’t work but if Unreal is setup to serialize out pointer properties, that covers like 90% of cases where a unique ID would be needed.

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