Yeah, structs work great for data management! But it will not delete the actors because when you check if the Bool IsDestroyed is true or false, it is checking the STRUCT data from an actor in an array NOT the actor from the actual level and, therefore, won’t destroy anything.
I’m sorry for the wrong answer before, I hadn’t actually tested it outside of a limited situation before now. The method below is completely dynamic and will work for all levels.
Note: you can make new arrays in the Items_Destroyed blueprint for each level and call them from the level blueprint to only destroy the actors from that specific level. Just remember to add that array to the save game blueprint and save and load that array correctly