Thats why in the previous posts above i am using the onsavegamesave and onsavegameload setup shown there. Thats the system used by the save and menu system i am using now.and using finish level bp don’t work , because I want to be able to manual save during the level.--------- that link you posted above to the pic with the nodes simulating the button push successful, is that added into the character bp or the electric trap bp?--------and on the target pin of “ButtonPushedSuccessfulEvent”, where do you get that BP_Trap_Electric_wall node?---------Also does the boolean need to be named “Trap01Active”? in the level i have six traps and they show up in the details/outliner as BP_Trap_Electric_Wall1, BP_Trap_Electric_Wall2, and so on up to 6.--------------------------------------------------------------------------------------------------------------------------------tried some things as you shown in your links , got these errors in the editor but I could not get that BP_Trap_Electric_wall node mentioned just above?------ So I just created a variable for it, not sure if that is right thing to do.---------------also I named the trap variable " BP_Trap_Electric_Wall6Active" , because trap number 6 is the one I been testing with and that’s the way its named in the details/outliner.>>>Blueprint Runtime Error: Accessed None trying to read property BP_Trap_Electric_Wall from function: ‘ExecuteUbergraph_BP_Trap_Electric_Wall’ from node: Button Pushed Successful Event in graph: EventGraph in object: BP_Trap_Electric_Wall with description: Accessed None trying to read property BP_Trap_Electric_Wall-------------------------------------------------------------------------------------------------------------------------------------------------------this is setup in the trap bp and the struct variable named.yellow circle is node mentioned above.