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how to keep destroyed actor from re - spawning after saving and loading?

hi , I have some " key " blueprint pickups that destroy on overlap and in turn , destroy doors that I overlap after getting the keys. these are set in arrays and listed in a struct and enums. so I can just add new key names and select which key will open which door. this all good , but when I save , then reload the keys and doors respawn again. So i'm trying to figure how to keep them from respawning after saving the game and reloading . I've heard some talk about Fgameplay tags and containers , or giving each actor a unique ID or name and checking that list to see if they are destroyed. But I don't know how to implement these things or where to put them . Does anyone know how to do this? or is there any tutorials about this? I've posted these questions on the regular forums , but have not gotton any replies. thanks for any help.

Product Version: UE 4.19
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asked Oct 06 '18 at 01:57 AM in Blueprint Scripting

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avatar image razmaz51 Oct 09 '18 at 01:38 AM

the save system is part of a plugin that has a BP_Savegame , but adds 2 functions to the BP_character . On Savegame Save and Event On Savegame Load. Everything that's saved goes between the OnSavegameSave node and Return node , (circled In first picture). and the load data goes between the Event OnSavegameLoad node and Set Actor Location nodes(circled in the second picture. alt text

avatar image razmaz51 Oct 09 '18 at 01:44 AM

It all saves fine , but I cant figure out how to keep those things destroyed so they don't spawn after a save game and reload. In the picture above the "chemicals " array has a list of each chemical name on the level. but the "owned keys" array does not have a list in it, and is listed in an "EKeytype" Enumerator as shown in the pic below. alt text

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