Hi everyone, I was wondering if it is possible to save and set the time of the world when opening one level to another? This would mean I would have to save the current rotation of the world (via game instance) and set it when opening a new level. I have tried implementing this into the blueprint but it doesn’t work. Could I be doing something some kind of mistake?
Are you sure the default GameInstance class for the game is actually Game_Instance? Verify that as it may not be and would be failing the cast every time.
Have you tied a print string to the cast failed exec pins and the rotator pins to check the outputs? I’d be checking for failed casts before anything on this.
You need to tell UE to use your game instance in the project settings: