We kind of need to use same keywords. Your post is bit of confusing.
I think i can guess what you want, but i am not sure.
in case you want “global variables” i made recently post about how to do it with function library and function.
You can also make subsystem (some c++ required for making c++ class).
And you can use Data Assets to declare default values. You can make multiple data assets that hold same data (variants), then load those into game. Data assets are like blueprint structs that you can keep as separate objects, then load one you need.
However for better answers you need to describe what you want.
In my blueprint I would like to have some object instance like “player state” and also I would like to use some operation over this object like setHealth…
But problem is that after startup I am getting an erorr:
Blueprint Runtime Error: “Accessed None trying to read property BPObjekt”. Node: Print String Graph: EventGraph Function: Execute Ubergraph BP Game State Blueprint: BP_GameState
So i think you want something like variables for your player.
in this topic i made pictures about how to make global variables that are kept in game mode:
You can do same code, but place your variables in player character or player state bp.
Just change function that gets reference to game mode, instead get player character or player state there. And ofc make those variables in that blueprint.
ps.
that acessed nont error happens when reference is either empty or wrong class.