Why can't I cast to level blueprint?

But who is telling the GI that we are on level 7??? This is why I need a level specific BP. So if I cant put the code in what Epic calls Level BP, then where do I put it?
I tried making a BP (that I intend to be level specific). It is a text component that says “Level 1.”

I tried to pull the name/string of “Level 1” - to cast to my Pause HUD as the displayed text. But it doesnt work.

Can you please be more specific with the nouns? Which IT are you referring to?

  • All of that [variables?] can be pulled from the GI, while in the level BP [do you mean I can use Castto GI, inside the Level BP? What is the code please],

  • by having it [you mean the Level BP?] cast to the GI and then set local level BP variables or just have everything cast to it [Level BP?]

  1. So what is the point of using Level BP for the above, if it’s so hard to communicate with Level BP?

  2. Should I just make my own BP called Level_Info_BP? Then place it in the level, have Editable variables (to manually change for each level)? (So far I do use a GI that says there’s X number of keys on this level. But I only made 1 level so far, thus I need a future level-specific method to tell the GI how many keys per level.)

  3. Then (On begin play) have my GI pull info from my Level_Info_BP, instead of bothering with Epic’s Level BP? I dont understand why they are restricting it if we can just make our own Level_Info_BP (yet we loose the shortcut button they made for theirs). TY