Thank you for your many ideas/approaches. I am not that expirienced (+ only work with blueprints, no c++), so I didn’t understand everything you recommended at first glance 
Maybe let me explain first what I am trying to achieve, maybe there is a much better way. Because what I read in your comment is “Everything with data can be a little unreliable in Unreal Engine sometimes”
What is my goal
I have a lot of information, which is tied to a specific int value.
When my int is 0, there is a set of strings, ints, sound waves, but also some actors in my level, which are relevant then. The same for 1 and 2, 3, 4 … and so on. Think of it as a route/waypoint system. When the actor is at waypoint 2, he needs specific information, on waypoint 3 it is different information. Please keep in mind, that there are multiple actors who are on different waypoints at the same time. So, there is no global “current waypoint”, but a current waypoint for every actor instead.
What I do at the moment
I have a data table with all information needed for that specific waypoint. But as mentioned above, some of that data are references to other actors in the level, which cannot be stored in a data table unfortunately (or I didn’t found a way to do that). So, in addition, I have some arrays which store these other actors at the same position (array index == data table row).
And these arrays are my current problem, because they get resetted all the time and I don’t know why.
Your topics: Call in editor
When I read it correctly, you say, that these call in editor things erase the variables, they have filled before. Maybe this is my problem, but then I also don’t understand, what they are for in the first place 
Your topics: Loading in order
You mean, I give every blueprint involved a print string node to see, in which order it has loaded? I am little afraid, that these loading orders maybe change later, so when I fix it now in any way, the order could change later on and I have the same problem again. Is this possible?
Your topics: Level blueprint
I do use it, but only at one place and only to debug stuff, not for the final game. But this is not connected to my current arrays and/or blueprint actors inside these arrays.
Your topics: Network references
Fortunately, this game is not meant to work anywhere else outside of my local computer. So, when I understand you correctly, this is only important for a multiplayer game, which it isn’t 
Your topics: Others
Your idea with the game instance or game mode let me thought about, if I really need multiple actors for what I want to store. Maybe it is easier to just have one big “data game mode blueprint” which has all the data inside it. So there is no need to reference between different things.
I would also love to store everything in a file such as json, to be in control of the data and don’t need to trust Unreal Engine with it. Sad to hear, that it doesn’t work.
Thanks again and maybe you have another hint for my specific situation 