Difference between revisions of "GetObjectUUID"
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Latest revision as of 04:45, 12 January 2020Returns the given objects' UUID.
- A target object, for which the UUID is returned by this function.
Returns the given objects' UUID. This UUID is persisted across save boundaries,
like Save/RestoreCampaignObject and save games.
Thus, reidentification is only guaranteed in scenarios where players cannot introduce new objects (i.e. servervault servers).
UUIDs are guaranteed to be unique in any single running game.
If a loaded object would collide with a UUID already present in the game, the object receives no UUID and a warning is emitted to the log. Requesting a UUID for the new object will generate a random one.
This UUID is useful to, for example:
- Safely identify servervault characters
- Track serialisable objects (like items or creatures) as they are saved to the campaign DB - i.e. persistent storage chests or dropped items.
- Track objects across multiple game instances (in trusted scenarios).
Currently, the following objects can carry UUIDs:
Items, Creatures, Placeables, Triggers, Doors, Waypoints, Stores, Encounters, Areas.
Will return "" (empty string) when the given object cannot carry a UUID.
|functions:||ForceRefreshObjectUUID, GetObjectByUUID, GetRandomUUID|