Thanks for the reply. I wasn’t aware of serialization, but kinda felt it while testing. The thing that happened a lot is that it tried to fill the info into another index of the array from saves if I removed one of the levels from the middle of the struct and replaced it with new one which did not exist in that struct before.
I’m still experimenting and seeking for the best way to store info and stats about levels which won’t cause conflicts in saves within versions of the game. If not structs, what are the other options I can dig into?