I would avoid storing an object ref, use an ID of some sort, an int, a tag, something. Because you might be running into a situation where the loading is happening before the object is in the world.
I would setup the objects to look at the save data on begin play (which is where the ID you choose comes into play) and transform themselves, this way it avoids any timing conflicts.
Doing it your way, you will need to ensure the objects are loaded first, you can add some checks, delays, or something before running the load commands.