I have a simple inventory kind of system setup using structures which I am then saving using SaveGame, as a test I am placing an actor into the world with an Item Struct attached to it as a variable (instance editable + exposed on spawn).
I then interact with the actor and get a reference to the item variable and place the item in an array of Items stored in the player character, I save the game, close the game, edit the Item variable (just the name for example) launch the game and interact with the actor… I successfully get the updated Item… However! when I load the save, the old Item Struct data is restored as if it’s being saved.
what could be causing this? i’ve tested on ue4.25 & ue5, same results
Try putting an actual ref to the save game here

as opposed to using the output pin of the SET which isn’t being run. That -might- do it…
it’s not related but I did however attempt it, that item list just stores all the items the player is holding.
The issue is the actors in the world are returning the wrong (the old item data) Item but only when I load the save (see first image)
The load looks absolutely fine, hence my suspicions about the save…
exactly, that’s why I am so confused on why it’s saving data from in world actors
I changed it around a little to use an arrays instead, but I have to remove elements in the array for the save to not load the old reference (again I still don’t save any world stuff) …
does SaveGame save actor information/references/structs by default?
Save game actor is just a placeholder, nothing happens unless you explicity do it.
that’s what I don’t understand why something I am not saving gets reverted when I load, back to what it was when saved the game
You just have to break it down into steps. Just write something into the SG, check it is coming back when you read it. Then start incorporating your structure etc.