talking to the levelbp is not really a problem for me.
the combination of game mode or game instance with event dispatchers allows me to talk to any blueprint anywhere.
the problem is with the way level streaming is set up in unreal, u simply cannot talk to a level instance that was loaded at runtime, cuz if you go ahead and make some changes to LevelBP of those instances, it will affect all of those instances instead of a specific one.
imagine how horrible it would be to program in c++ without taking advantage of OOP. that’s exactly whats going on here.