I submitted the plugin version for Unreal 4.24 and, due to severe and very deep changes to how the engine generates object IDs in 4.24 when the project is packaged in Shipping mode*,
I recommend you guys to setup the “SGUID” property in your Blueprints that you spawn at runtime even if you don’t want them to auto-respawn from SGuid.
- Epic is now attaching random integer suffixes to Actor IDs whenever they are spawned in runtime, so now I completely ignore those IDs and only check for base names + SGuid if your Actor have any.
That in general means that save files from previous engines will not be compatible with saves from UE4.24+ with this plugin, or they won’t be completely compatible.