I’m trying to create a simple blueprint function to allow actors to be renamed.
I’m trying to use UObject->Rename but I’m not sure how it works, I’ve tried ActorPointer->Rename(FStringName), I think I might need to define the other parameters, but I’m not sure what they should be.
Alright, so I figured it out, you use (Relevant AActor*)->GetOuter() for the outer parameter and REN_None or something (Look in the definition thing) for the 3rd parameter. This doesn’t, however, change the display name of the object, but it works well enough for me.