Not a problem! I’m rather novice in a lot of this, so based off what vipulul said, I came up with a better solution, ane something more acceptable. So, create a custom GameInstance blueprint and use that as the containers for the variables. This will allow for seem less persistency to other levels, and it reduces casting cost. To implement, simply Cast To MyCustomInstance and off of Object, GetGameInstance, and have As MyCustomInstance set a local variable that references the actor blueprint for the custom instance. This will allow you to cast once at the beginning of play, but still be able to quickly access the reference to get or set variables enclosed in it. And Vipulul, if that’s what your video outlines, I apologize. I’ve been unable to watch it, but I’m assuming you outline that at some point.