On output logs the serializer will generate runtime warnings when it see you’re trying to save something it cannot reach.
Most cases tho, the system will overcome a “no save” situation during the process of respawning an Actor (then loading its properties)… Later restoring the dead ‘Reference’ to that Actor.
I setup the process to guarantee any required respawn action will occur before restoration of references because of that.
In the end that yields on the same results of saving the unreachable paths you see above so you end up not receiving any “-sorry bruh I can’t save or load this!” from the plugin. They save/load indirectly as a side effect for auto respawning Actors.
But yeah, Array of References inside Structs will not be saved; not because the plugin can’t, but because Unreal says “-I don’t want you to do this.”