Blueprint array add works quite different than C++

if you want to clone an actor, you have to spawn a new actor, and copy over all of the properties from the old actor. then you can destroy the old actor. but that doesn’t really help you achieve anything.

it would be better to store a struct that contains similar variables to your actor, and when you need to drop the actor into the world, you just spawnActorFromClass, then copy over its properties from the struct you stored in your inventory. then you can delete the struct from the inventory. the array of structs should not be pointers to structs, but actual structs.