How create global variable?

by definition it should be the role of “Game State” (or a local, non network version of it)
I just found GameInstances that are also persistant through levels
https://www…com/watch?v=5w594D3qtLs

There is enough actors which always is, differently replicate and persist.
GetGameInstance , getGameMode , getGameState , getPlayerController …, the commands giving you references to them, and program do not need to load additional actor and select item from array for no reason

cast is a way of ‘transforming’ instance reference to sub|parent class instance reference (on pins’ tooltips you have “|1| object reference”, with casting to target class you can edit the |1|), you can get variables with “get” node from instance of class(blueprint) in which the variable was defined

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Well, you can make sending message to storage actor to initialize sending the value from it :slight_smile:

I LOVE YOU!

It’s 9/21/2018. Do you guys have a global variable yet?

For me is best solution GameInstance. You can set up Game Instance in Project Settings → Maps & Modes.
Game Instance is persist thru level loads, so it’s truly hold your variables all the time.

more info at:
https://forums.unrealengine.com/development-discussion/blueprint-visual-scripting/111663-global-variable

It works like a charm! Thanks buddy

Man, if only any of these solutions worked in the Robo Recall Mod kit. I’m streaming levels in to create a random dungeon for the player to explore but I wanted to take the enemies in each streamed level and count them so the level ends once you defeat all the enemies. Nope! Not possible. ugh.