From cradle to grave - game flow

Thanks for reply. It help with some decision making. So, what you’ve put about shared logic on the level blueprint…what should and should not (absolutely) go on a level blueprint? Right now, only adding the menu to the viewport is on my level blueprint. Is that OK?
So, update on progress: My level plays fine (still need some neat start and end effects). The timer counts up. At the end of the level, it checks for a saved game (creates one if none exists), compares the saved time with your level time and reports if you have a new best time, then saves the new best time.
I’m stuck there. The “EndLevel” menu has an option to replay (reloads the level), play next level, or go back to menu. So, here’s the new question: HOW do I get it to go to the next level? Let’s say my level names are “Maze_001”, “Maze_002”, etc.
Also, so far, my saved game only stores the best time. I need to save best time (integer) AND level complete (boolean), So I can check and start at the next incomplete level rather than level 1.
Ideas?