“By using Create SaveGame Object node to instance your BP_SaveGame variable, you create an object. From there you can interface.”
That works perfectly!
I basically have:
Event Receive Draw HUD->CreateSaveGameObject[BP_SaveGame]->GetByte()
For performance reasons, should I set up some kind of branch so CreateSaveGameObject only gets called once by Event Receive Draw HUD (or Event Tick) or does that already happen internally?