As you said, using Open Level completely bonks out every other blueprint, making them all call their constructors. Even using ‘travel’ from the console doesn’t really help.
The solution I came up with was to put every Web View into a single HUD then have each Level’s [Begin Play Event] call a function called ChangeHUD (inside the HUD itself) that takes a single string argument (The level name in this case). The function then loops through each of the HUD’s ‘HUDElement Instances’ and sets their visibility to none, before checking the string and setting a specific HUDElement Instance to visible. As for passing more data around between the levels, such as the user’s sound options, for example, I’m working on creating a Singleton in C++ that I can use in the Project’s Singleton Data class. Hopefully that will help things out but I may have to come up with a creative solution for that sort of thing too…All else fails, my backup engine is WaveEngine.
I’ll admit, I was extremely frustrated to find all of this out, but I’ve come too far to let this engine beat me! shakes fist And I’m dedicated to using Blueprints at least for 99.9% of the project because it’s fun, dammit!
All that being said, thanks for A) The amazing product and B) Actually monitoring the forums for support. I’ve seen too many people offer a product then stop caring once they’ve got their money. I hope you’re making a boatload of cash because ****'d if you don’t deserve it.
Thank you for the kind words! Don’t give up on UE4, there are systems for doing what we’re talking about we just have to figure out what they are. It’s a world class engine!