Hi there!
- As for save and load pointers you can try to use FNameAsStringProxyArchive | Unreal Engine Documentation. The idea is to save full asset/property path as string and after that just get pointer from string resolving it. However, even with that it all will be tricky around the order of actor creation and so on. If that, you can try to use TSoftObjectPtr | Unreal Engine Documentation that can be resolved after all actors are created
- Also you can just keep pointers to actors an then use Get Component by Class | Unreal Engine Documentation to get valid pointers
- UAudio Component has static TMap that is containing all UAudioComponents and generates some sort of Ids, take a look…
Maybe this can help…