You’re right, however, the trick is to pull from the GameState not directly from the LevelBlueprint, and that is perfectly reasonable. You have some state computed by the level and you want actors to have access to that state. I think I forgot to mention, but you need to set your BP_GameState as the default game state. In order to to this, go to Edit → Project Settings → Maps and Modes and make sure that the Game State Class is your BP_GameState. The cast won’t fail when you do this.