I see level blueprints as a beginner tool for the most part. Higher & more complex logic should probably be stored in manager classes.
In theory you could have one use triggers setup to specific elements placed in the world, but babysitting the settings from level to level would be tedious. I’d probably just build an editor widget toll for authoring level elements in-editor.
Just remember that GameMode will be wiped on switching levels.
In theory you could keep rules specific for that game mode. Like a capture the flag, what conditions are needed to win a match. Then replicated info could be passed on to agamestate which would replicate it to other players.
From the docs
The Game Mode is not replicated to any remote clients that join in a multiplayer game; it exists only on the server