# At loss with Game Instance and persistent memory

**URL:** <https://forums.unrealengine.com/t/at-loss-with-game-instance-and-persistent-memory/2328502>\
**Category:** Programming & Scripting\
**Tags:** savegame, gameinstance, unreal-engine, saving, persistent-level, Blueprint, question\
**Created:** [February 12, 2025, 1:30am UTC](https://forums.unrealengine.com/t/at-loss-with-game-instance-and-persistent-memory/2328502 "2025-02-12T01:30:04Z")\
**Posts on this page:** 4\
**Page:** 1

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**Author:** ![TheoT](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@TheoT](https://forums.unrealengine.com/u/TheoT)\
**Post date:** [February 12, 2025, 1:30am UTC](https://forums.unrealengine.com/t/at-loss-with-game-instance-and-persistent-memory/2328502/1 "2025-02-12T01:30:05Z")

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EDIT: My bad, in the save system I did not select the correct option to enable multilevel consistent saving in Easy Multi Save.

Hi,

Big problem with storing persistent variables in any shape or form. I have tried to save actors, player pawn and Game Instance which I think is the correct way. Its set in Project Settings as the Game Instance. I cannot store a value, as simple one bool, to control a door closed / open value to have persistent levels after saving and loading, exiting and re-entering the level. I also tick Save Game in Details of the var. It works fine but whenever I load another level, Save and then open the level with the said door, it always defaults.

I use EasyMultiSave (with also by trying to set values from EventActorLoaded) and have also tried its system but with or without it, I cannot store persistent values anywhere. All tips greatly appreciated just to save one bool for starters that persists in a level whenever opening another level, saving and coming back to the level. Where to start to look into this annoying puzzle?

5.5

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**Author:** ![ClockworkOcean](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/clockworkocean/32/1169999_2.png) [@ClockworkOcean](https://forums.unrealengine.com/u/ClockworkOcean)\
**Post date:** [February 12, 2025, 11:29am UTC](https://forums.unrealengine.com/t/at-loss-with-game-instance-and-persistent-memory/2328502/2 "2025-02-12T11:29:55Z")

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GI is the easiest way to get a variable from level A to level B.

In level A

 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/4/0/a/40aee8a2dd6a42961f2626859526c07ff486723d.png)

In level B

 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/6/9/f/69f40cf39749f41e15412862a933677a28b30376.png)

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**Author:** ![TheoT](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@TheoT](https://forums.unrealengine.com/u/TheoT)\
**Post date:** [February 12, 2025, 1:14pm UTC](https://forums.unrealengine.com/t/at-loss-with-game-instance-and-persistent-memory/2328502/3 "2025-02-12T13:14:24Z")

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Absolutely. But whenever I close the app (makes no difference whether is packaged or in editor or standalone) the value in game instance is lost.

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**Author:** ![ClockworkOcean](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/clockworkocean/32/1169999_2.png) [@ClockworkOcean](https://forums.unrealengine.com/u/ClockworkOcean)\
**Post date:** [February 12, 2025, 1:16pm UTC](https://forums.unrealengine.com/t/at-loss-with-game-instance-and-persistent-memory/2328502/4 "2025-02-12T13:16:59Z")

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That’s correct.

For that you need the save game 🙂
