Actually, that’s exactly what I was going to recommend lol. To store what cubes are actually there, you could make a Blueprint Struct with the Cube Array reference, and a transform array reference to store what cubes are still there. Whenever a cube spawns, add it to the array of the structure, and add it’s actor transform there, as well. If they are static, that will store it’s location, rotation, and scaling as well as it’s actor name. Then when you go to destroy the actors, bring the structure into the GameInstance and drag the key on the right out and break it so you have the array and transforms separate. Then to destroy the actors, use a for each loop to destroy all actors in the array that you stored. That way it kills only the ones that are actually there, and you also have them stored so you can spawn them back in once everything loads back in. That SHOULD work, but since I’m not at my PC, I can’t really test it. Let me know how it goes.