Here is something i test at the moment to use less data.
As i know (Primary)DataAssets are very powerfull to set base values i will try again to use them (hopefully without chrashes).
The idea of the test is to have an Array of PDA´s and the DA´s that are stored inside in the Blueprint for each GameMode.
Then just move the selected PDA into a cpp function to read the data out of it and set based on this the level to play with GameMode/Dif/Challenges.
Still testing a good way, maybe using a simple int system as i already do to use a switch inside cpp will do the trick. This way i can avoid set up data in a blueprint and instead use the DA´s for this, in the end thats what they for.
Will see if they can be used as some sort of TMP before sending the data finally to the savegame if a level is finished.
It is also without a problem possible to have variables inside you do not use right now if you only save the data. It´s just for testing this at the moment.
I also have reduced the Variables in the final struct down to 10 for the moment so cut them in half basicly. Was getting rid of formatet text for example. This can be done as it is right now but only for displaying the results then.
Still just testing what i can do, i want in the end to have a system that is easy to expand and tweak.
