Save actor's destroyed(picked) state between levels

You can definitely just add a bool for Is Destroyed in the items blueprint and set it to true when the item is picked up without a struct or master item, but if you have an inventory system or have more than just a few items in the level it’s definitely more efficient to use structures and a master item. It will handle the item data automatically for each item and prevents really long blueprints and having to repeat code for each individual item; because it inherits from a master item.