So I am trying to work with save/load mechanics here.
I have a “New Game” function that will create a save slot using the inputted player name as the save slot name (no duplicates)
Only issue is, I dont really know of a way to store the slot name in a way that I can reference to in any other blueprint when I want to Load Game from Slot (only way to load it is to use constant instead of a variable)
The Create Save Slot, Save to Slot, Load from Slot, and Cast to SaveGameBP functions are all working great, just have no way for a slot to be picked based on the name specified by the user @ new game creation 
I did see something about Save Game Instances in the tutorial, but I have problems using Save Game Instance as an object variable when casting from other BPs
Thoughts? Answers?
Mark.
I am failing to load my level and then load the save data to go with it. I can’t find a precise tutorial to cover this and I have gone through 10 videos as such.
Same here I can’t save in game save folder but can’t load it up after. Why can’t load from slot see the file after it’s been saved. Print string failed.
you just need to store the chosen slot name in GameInstance or SaveGame variable, not a constant - make a String variable SelectedSlotName, set it when player creates/picks slot, then plug that variable into Load Game From Slot Slot Name pin
for the list itself keep an array of slot names via DoesSaveGameExist or enumeration, show in list view and set SelectedSlotName on click
advanced save system from fab Save System / Cloud Save / Encryption / Slot management | Fab makes this nicer - has slot enumeration with metadata (timestamp, playtime, version, size) plus Duplicate/Rename/Swap helpers so you dont have to manually manage String vars for every slot