Save actor's destroyed(picked) state between levels

It’s no problem. Your inventory isn’t saving because you need to set the save variables to match the inventory ones in the save function. Also you need to save your players world position and rotation if you want to load them later. The way that saving works in a game is the following:
you aren’t actually saving any data outside of your save bp. You are cloning all data from other places and then cloning them back when you load. I know it’s tedious, but everything must be saved to load it later.

Also there is a third actor in the level because I prefer to keep all of my inventory variables separate from my FPCharacter blueprint for easier data management. It prevents the FPCharacter bp from becoming too cluttered. that actors sole purpose is to store all of the inventory items. Also note: the item actor that is in the level is NOT the same as the inventory struct that you are adding to your inventory struct array. They are completely different and hold completely different data.

I can upload an amended project that addresses those last issues if you want