Open Level Options

You could use options string that can be passesd while loading levels.

Passing “Value” under variable named “Variable”:

Reading data in new level (must be performed in blueprint, that derives from GameMode class):

This method is pretty limited as passing around complex structures involves serializing and deserializing it from string. Also, passing object references isn’t possible I think. For such cases, storing data temporary seems like better choice, tho I find it pretty ugly. :confused:

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