Howdy!
As Slayemin pointed out, GetDisplayName or GetObjectName is the way to go. GetObjectName, will return the “unique id” for the object, as well as GetDisplayName (if you pick the correct one, there are two nodes available). I have always seen GetObjectName be unique, no matter what I did to the Blueprint, from setting the “Object Class”, to whatever. Some of the options for setting up a blueprint, change things, but GetObjectName always seems to be unique.
To use what you get back, is a much larger discussion, it will depend on many things, what are you getting back/looking for, etc (yes I know what is here in the post, but what else?). Assumng static meshes, the nodes are going to return a string, as most nodes in UE4 do. So when you are trying to Spawn a Actor, or a Add a Primitive Component, that “string” is going to need to be set to a variable (or you could use it directly out of an array of course, if that is where you are keeping them using a Get node, once you have found it in the array, and have it’s index)
Then depending on what it is, again spawn an actor, or add a component, well the “string” variable is going to be used after the Add Static Mesh Node, when you use the Set Mesh Node. And it will proceed in that fashion, depending on what you are creating, etc.
I have not written anything exhaustive, because to be honest, that would be a book! lol
Hopefully this is enough to get you started.
Have a great day!