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.

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.

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.