SAVE GAMES, SAVING A LOT OF DATA.

How would I achieve something identical to nested structs but with having structs nested so I could edit the first struct without fear of the second one corrupting? Data tables I may use. I do wish that unreal had more save functions like “Save whole level” or “Save whole actor(Including locations etc.)”, and please let me know if you find more plugins that are easy to learn and use, but are really useful. Also, where would I handle the saving functions, in the save game file or whatever it is, or an actor, or something else? I don’t want to copy and paste save functions everywhere to save, or is there any way I could use an interface but have it run something like a global function, so I don’t have to again, copy and paste the functions?