Using string hashes for indexing quest state in TMap

Guids will stay consistent if you store them in a UPROPERTY(EditDefaultsOnly) variable. When you create the Blueprint, you can assign a new guid to that property and it’ll stay that way just like any other property you set in a Blueprint asset.

Depending on your long-term plans, it might also be worth looking into primary asset ids. They work well with the Asset Manager, which is something you might have to consider 2 years from now when you have 200 quests you need to load without causing the framerate to suffer.