Reparenting the level blueprint

If all you are looking for is data management, then a Blueprint Struct might be something you are looking for.
You would create it with all the data you’d want, then add it as a variable to the level blueprint and extract/set data as needed.

This isn’t a very scalable solution if you are going to have many variables due to the visual limitations of Blueprints.

The C++ portion of this is fairly simple if you want to tackle it. You’ll have to create a class that extends LevelScriptActor and set up your variables in there, then your Level Blueprints can parent it. This method is way more flexible and easier to manage than the Blueprint Struct. It is also more stable, as I’ve frequently ran into issues with very large structs.