How-to or best practices for string consts in gdextension

I’ve begun a process converting some core functionality of my scripting from gdscript to c++, and one of my first issues concerns string consts for example I have StringNames at the base of many objects that get reused often:

const SPACE:StringName  = &" "
const COMMA:StringName = &","
const COLON:StringName = &":"
const THING:StringName = &"THING"
# and so on you get the picture

My question is primarily about how this is usually handled. To note, I’m not a c++ pro in anyway shape or form and am feeling and working my through as needed. I think I need some immutable property on the class, I don’t know.

edit: They aren’t all single characters, quite a few are full words

If you don’t need the strings exposed to GDScript then you can use regular constant strings, otherwise you will need to convert a C string into Godot’s string name during the _bind_methods call (assuming you are using godot-cpp).

Though most of your example “strings” are only one character so a single char might be better.

constexpr const char SPACE = ' ';
constexpr const char COMMA = ',';
constexpr const char COLON = ':';

I think this mostly involves refactoring and a readjustment of thought on certain parts of what I’m doing.