Certainly seems that way. I wonder if the SGUID ‘create once’ function could be enhanced (or a derivation created) to keep it the same no matter how many times a level is loaded. This could then be used as a pickup list, as you mentioned. However, right now, the SGUID that is created is different for an actor every time a level loads, understandably. Just a thought, it would save a bunch of time over keying actor references by hand.
That said, I cannot see how useful the MarkDestroyed functionality is. We’re saying that it will only destroy items you flagged as destroyed on the previous play of the level as long as you never save the level in the same slot again. I hope it can be improved! ![]()