Carrying countdown timer and character data between levels

Hi, I’m currently designing a game in UE5. The game has a character selection level, and also a countdown timer. They both work fine when I go to the first level after the character selection, but unfortunately they both reset if I enter or re-enter a new level. I have a game instance going and I’ve managed to get it to carry points collected data between levels, but I can’t seem to figure out how to carry the countdown timer and character selected data.

The countdown timer is based on this tutorial: https://www.youtube.com/watch?v=nHK97x6ILYo

Character selection is based on this tutorial: https://www.youtube.com/watch?v=gXDIdLzdN6A&t=2412s

They’re both set up for single level, would love to know how to set up for game instance.

Thanks!

Hello @jwoodosbit ,Welcome to the forums!

Since you already managed to carry the points between levels using the GameInstance, the same approach should work for the character selection and the countdown timer: store the data as variables in the GameInstance and read them again when the new level loads.

In the meantime, I’m leaving a basic tutorial that might help you understand how to store values in the GameInstance.

Also, on the Learning site there are many examples that could help as well.

To help more accurately, could you share how you currently have it set up?

  • Where is the countdown timer implemented?
  • Where is the character selection handled and stored?
  • How are you loading the next level?

If possible, a screenshot of the Blueprint for the timer and the character selection logic would help understand why the values are resetting when changing levels.

Hope it helps and I’ll be waiting for your reply!