Inventory System Save System - One Object Spawns on Play After Being Destroyed

The item loop isn’t empty, but it still doesn’t spawn in. I had it in my head that I had to keep track of the container’s indexs, but I realize that was making things unnecessarily complex.
So I put the inventory system and contents in the container struct, save it, and when it loads, I set both to the chest I spawn, that’ll get the chest data correctly to the chest, right?
Neither are empty anymore, that’s good. And the chest loaded in, but looking like this, and I’m getting the following error;

Blueprint Runtime Error: "Attempted to access ChestInventory via property ChestInventory, but ChestInventory is not valid (pending kill or garbage)". Node:  Set ObjectData Graph:  Load All Data Function:  Load All Data Blueprint:  BP_GameInstance
Blueprint Runtime Error: "Attempted to assign to None". Node:  Set ObjectData Graph:  Load All Data Function:  Load All Data Blueprint:  BP_GameInstance

I don’t know why that would be. The inventory in the container struct it is drawing from is invalid, I checked through print string, but it’s added to the structure in Find Chest Info directly from the chest inventory, and that IS valid.

| Find Chest Info | UI Chest Inventory | Save All Data | Load All Data |

The items show up most times on the ground, but strangely, sometimes they just don’t. I can’t figure out the pattern.