Typical game structure?

Hi, I’m having trouble understanding something. You see, I’ve made games in Unity before, and there you typically needed one empty game object with scripts attached to it, sitting in the scene. That object would be the game manager/game controller, it would basically handle all the game’s subsystems such as score, inventory, health and damage, monitor the game state (paused, playing, game over etc.) and basically be like the arbiter. Then you would make that game object either a Singleton or an indestructible entity so that it can live through the levels. Is this game structure present in UE4 or is there some other general way of doing things. Now in UE4 with Level Blueprints I’m having trouble figuring out the best way to go about this. Do you still need to just have one Blueprint with logic only and put it in the scene? Or do you do this stuff in the Level Blueprint?

I mean from what I’ve seen the Level Blueprints can’t communicate between each other, and it looks like the logic in them is not reusable. So why would you use them to (i’m being very basic here) to open a door, when you can have that logic attached to a door and use it in any level.

Basically what I’m asking is this: Under what circumstances should the Level Blueprint be used over regular BP? I know there are many ways of doing the same thing, but there must be some established general outline of a game system structure.

You can make a custom GameInstance in blueprints - search for GameInstance when making the Blueprint class - or in C++ from UGameInstance. Save data there and it’ll be available in any level.

Make sure you set it under Project Settings > Maps & Modes > Game Instance.

This tutorial was helpful to me: UE4 - Using Game Instances & Persistent Variables - YouTube