If I want to uniquely identify actors for later manipulation by storing the unique ID’s somewhere, what can I used to uniquely identify them in a Blueprint project?
The only built-in label I can find is “Get Display Name” which explicitly states “This function should not be used to uniquely identify actors!” in its description.
Do I need to manually add GUIDs to actor types that I want to uniquely identify instances of, or is there a system unique ID that I can tap into within the blueprints environment?
It seems that GetUniqueId is what I want, but I don’t see any way to access it from within a blueprint.
Is the Object Name unique only in current instance of the game or across different instances?
When I run the game two times, will the object name be the same for the same object?
It likely depends on order of actor being spawned since the Object Names will be sequential like BP_Class1, BP_Class2, BP_Class3, etc… It has some randomness that might not be reliable.
You should try using Tags on Actors you want to identify, which can be checked using ActorHasTag
Yeah, I know about Tags but the problem with them is that you need to set them manually, it’s an option but adds an additional steps in something that I’m trying to make as much automatic as possible.
If the number of this type of actor is the same then it should be working I guess . I’m thinking about using it to identify widgets on the screen and save the location of them.