It’s still saying the ActiveGameInstance is empty?
If the Cast fails, are you still trying to run the sequence, or does the execution line stop there?
The LoadActiveInventory function worked before, didn’t it?
Something I forgot to mention earlier, with this game save/load setup it’s important to set the default values in the GameSave object properly. Your other option is the have the “DoesSaveGameSlotExist” fail branch end the execution there rather than creating a new save.