We can’t control the order in which Unreal spawns objects.
Even if the array is in correct order, you can never guarantee that object A is already valid while spawning B or C.
This is a very long forum topic, but some developer came across this issue before, what they have done was using the “On Spawned” event of the object which then it injects itself to the reference pointing to it (by comparing its own SGUID value) then after all loading is done, the correct inventory object is correctly restored to the variable pointing to it.
The plugin already does this, but again, when ‘myPointer = B’ is applied by the plugin, there is no guarantee that object B have already spawned (thus it can come as NULL value ).
This is why some devs use the “On Spawned” event in the object itself to fix it.