Actor names vs labels
Every actor in a UE5 level has two identifiers:
- Name — the internal
FName. Unique within the level. Stable. Not usually visible to the user. - Label — the human-readable string shown in the World Outliner. Often matches the Blueprint class name (“StaticMeshActor_3”).
Which to use
Section titled “Which to use”ClaudeUnreal tools that take an actor argument accept either — pass whichever is convenient. Internally, they resolve by trying name first, then falling back to label lookup.
Setting the label
Section titled “Setting the label”set_actor_label changes the display string. The internal Name remains stable. Use this when you want outliner entries to read “PlayerSpawn” instead of “PlayerStart_2”.
Resolving ambiguity
Section titled “Resolving ambiguity”If two actors share the same label (“Cube” and “Cube”), a call that targets by label hits the first match in iteration order. To target a specific one, use its Name or select it first with select_actors and then act on the selection.