Yes it did actually.
There is some strangeness in the way things are being done, or maybe I’m not understanding what you are doing correctly, such as SavedPlaque is not created unless an option is changed under “2. Choose Plaque”. If I leave Main Campus as the selection and make no further change there, the save isn’t created. This is because of the way you are handling the event dispatchers (only called if something is changed).
Also, you are duplicating logic in the construction script and event begin play. I think using saves in the construction script like that isn’t going to work well, it is relying on something that may not exist. There isn’t any checks before loading saves, and the old meshes were staying for me. PlaqueBlueprint also relies on variables from an event dispatcher on begin play, that won’t have been called. It won’t matter for some which have default values, but it’s using the enum directly from the event.
When the second map opens, there is no main menu, and the so the cast fails and nothing else happens in the event graph.
I suppose you are doing it this way with the construction script and event graph so that when you open the map it uses the construction script, and otherwise uses the menu but I think you should spawn it instead, and have your values set to be exposed on spawn. Probably most of this is intentional, and doesn’t answer why it is using different save locations, but I think it could be complicating things. I didn’t get a chance to look into in detail, I will get back to you again if I find anything more relevant.
edit: also actually in the SaveInformation blueprint, you check if the save exists and laod it, but never actually do anything with it, you jsut save over it. I don’t think you need to load it , you can just overwrite it. Also, all of those set the same SavedInformationActor, I changed it to promote the casted save to a variable and use that (each one using one of the 3 save types), it makes mroe sense to me, but it didn’t fix the issue.
I wonder if when the shipping build can’t find a save, is it juts using the meshes that were set when the game was built? As in, it isn’t actually loading a save from the wrong place, it’s just not loading at all? When I deleted all saves it kept using the last text I had in the editor when I’d built it anyway which was just “!!!” or something.