Item Structure Logic for an MMORPG+

I am reworking my inventory system and I found a problem so I need to fix this.

Before, all my items are used with “ItemDataBaseXYZStructure” array.
This contains; Name, Health, Weapon Damage, etc.

Every time I added or removed something in this BaseStructure, I got errors all over my game.
Also I got endless “Unknown Structure” errors… thats bad.
But with just this ItemDataBaseXYZStructure I cannot get access to other variables inside the actor blueprint.

Now I need to change this to get a better solution of accessing all variables, structures and more inside the actor.
But what type of variable can give me all this information and KEEP this inside the actor when I move from world to inventory and back to world.

Do I need to select “Actor Reference” from my MasterXYZ actor?
Or Soft-Reference
Or Hard-Reference?

Which reference can hold all the information? And DONT take the defaults?
Example: My longsword has 100 damage by default.
In the game I can change the damage of that longsword to 120, so the information I need to keep is for THAT item, all other longswords can have different values (90 or 100 or 400 damage, whatever). What is the best reference array for the inventory system?

If I change the weapon from Longsword to Mighty Longsword, should the name be kept inside the actor, in inventory or world in multiplayer?

I hope you understand what I am talking about.
Before I have used the ItemDataBaseXYZStructure but this is very bad so I need to take an alternative way.