I had valid use case for casting to a level:
The level plays music via spawn sound 2D on event begin play.
A trigger box stops the music, pauses the game, and opens a widget with audio & text (the background music is turned off so that you can hear the speech).
Couldn’t figure a way to get the music back on, as I cannot cast to the level from the widget and re-activate it (as it’s spawned in the level blueprint).
Yes, many ways around this, but casting to the level to activate the music again would’ve been the most intuitive one.