# Blueprint interface event not firing in Game Mode

**URL:** <https://forums.unrealengine.com/t/blueprint-interface-event-not-firing-in-game-mode/1228546>\
**Category:** Programming & Scripting\
**Tags:** unreal-engine, question\
**Created:** [July 14, 2023, 12:52am UTC](https://forums.unrealengine.com/t/blueprint-interface-event-not-firing-in-game-mode/1228546 "2023-07-14T00:52:43Z")\
**Posts on this page:** 1\
**Showing post:** 2

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**Author:** ![Mind-Brain](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/mind-brain/32/906573_2.png) [@Mind-Brain](https://forums.unrealengine.com/u/Mind-Brain)\
**Post date:** [July 14, 2023, 1:08am UTC](https://forums.unrealengine.com/t/blueprint-interface-event-not-firing-in-game-mode/1228546/2 "2023-07-14T01:08:34Z")

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Hey @RRemnar!

I know it can be kind of confusing, but those things are meant to be separated. Here, take a look at the documentation for a rundown on the differences between State, Mode, and Instance.

> **[Game Mode and Game State](https://docs.unrealengine.com/4.27/en-US/InteractiveExperiences/Framework/GameMode/)**
>
> Overview of the Game Mode and Game State

> [@Game State, Game Instance & Game Mode. Which one to use for what?](https://forums.unrealengine.com/t/game-state-game-instance-game-mode-which-one-to-use-for-what/399795):
>
> I’m making a simple co-op multiplayer game. You complete a level by defeating X amount of enemies and then you move on to next level (stream or not). Where would be best to store the variable that determines if you won that level? So far, I’m using level blueprint to store “global” or level-specific variables but it seems like they’re best stored elsewhere. Game Mode seems to be server-only? So a client can’t access Game Mode vars? I don’t get it.

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