I just implemented that same feature in my game last week.
At first, I couldn’t get it to work, no matter what I tried. I tried executing stuff after the “load map” node since I suspected things might be getting lost during the transition. That didn’t work. The game always just started a new game without loading anything.
Only way to get things to work as I wanted was to create a new boolean variable in my Game instance blueprint (I called it “New game?”) and when the player presses the “Continue”/“Load last game” button on my main/startup menu, it sets the variable of “New game?” to false.
edit 2: I use game instance, since as far as I know, that’s the only place which stores whatever you want between level loads. My main menu is a seperate level which has the following buttons: New game, Settings, Quit. And if a save file does exist, it shows a “Continue” button as well, otherwise it stays hidden.
Then in my level blueprint of the level I want to load, On event begin, I run a check for “New game?” variable from the Game instance blueprint and if it’s true, I’ll start a new game or if it’s false I’ll load the variables I need.
Here’s a screenshot of the game instance cast to set the variable right before loading the new level.
I’m not saying this is the right method, I’m a complete newbie and idiot when it comes to blueprints. Hopefully someone more clever can give you (and me) a better solution.
edit: looks like I had two variables on that screenshot, not sure why. Either “Continue?” or “New game?” should be enough.