I’m not a C++ developer but wouldn’t it be a good idea to assign every actor/component a unique id when the game/simulation starts, and generate some ids index for all objects in runtime, then we can have a node like: Destroy Actor By ID, which can take an integer to destroy the actor or component or retrieve it for further processing ? that would be better than tags in some situations.
If what you want is to uniquely identify objects at runtime, you can always store a pointer to them in a variable. This will avoid the overhead of looking up the pointer using an id.
Basically the above.
You don’t need to assign actors unique ID’s. They already come with them. Just store the Blue Actor Variable of the actor in an array and access at will.
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