Permanently destroying an actor which is placed in the level

My save system finally brings over progress from each level in my progress tracking system. :slight_smile:

However, the problem is that when the collectables are picked up and destroyed, when I re-enter the level, they respawn. But I don’t want them to respawn.

How would I go about doing this? Would it make sense to have a boolean array with a new index for every pick-up and save that, or is there a better way?

HI

You could use a game instance and store what data you need in that.

So store in an array if exists, if not, destroy on Open World event.

How can I save the state of each pick up individually?

Put a “ShouldSpawn?” boolean variable in the parent blueprint on the construction tab. If false, self-destruct.