But for those dynamically spawned, “Static” guid will not work.
I forgot to mention all the actors (containers) spawned by the player at runtime.
Should be resolved if you use the Make SGUID node.
For fixed (single) Actor Component MakeSGUIDs with Memory Address to GUID mode in the ConstructionScript of the parent actor works fine, I get a unique GUID for each such ActorComponent, other modes constantly generate the same (fixed) SGUID for this ActorComponent for me, and if I generate it in OnBeginPlay then I get different every time. I kind of found a solution here, I am writing this so that you know, maybe you will find it interesting.
But I do not yet know how to get a unique and at the same time the same SGUID for dynamically added ActorComponent. It would be cool if it would be possible to combine several SGUIDs in the plugin and generate a new SGUID based on SGUID and index. For example, I would use it like this: I would take the SGUID of the parent actor and the index of the ActorComponent array for which I need the SGUID, and based on the SGUID and Index, we get a unique SGUID for the ActorComponent. I think in this case it would theoretically be easier to save ActorComponent like this.
You will also have to implement the Procedural Interface on the component class…
And add the component class to Savior Settings - Auto Respawn list of classes, on your Project Settings panel.
By default only the AutoInstanced class is set to self-respawn from save data.
Do you mean add to the Respawn Scope in the Reflector tree or Instance Scope? I think you mean second one, it right?