Sorry about that.
So I tried to save individual boolean variables, instead of an array, to see if that worked.
In my level blueprint:
I first get the actor (Fuse Box), and then get the variable from inside that actor (Usedlights). I then set the variable (Are Lights on Re Switch Box) in my Save Game actor, and save that to a slot.
When I load the variable, I get the variable (Are Lights on Re Switch Box) from my Save Game actor, and then use a branch to determine what happens if it is true.


In my Save Game actor:

