Several internal C++ systems in the plugin use code reflection to lurk into your blueprints and see if a “SGUID” property is present.
The difference is only in the name of the GUID property, if a FGuid named “SGUID” is present the plugin assumes you want that Actor/Component to be taken into considerastion for auto-respawn and/or auto-destroy sequence of actions every time a level is loaded.
Also the plugin has nodes that can load an Actor instance from a slot based purely on these “SGUID” properties instead of relying on ObjectIDs
(perfect for inventory systems).