Okay, so here’s a simple method for handling tallies.
For my example, we’re storing the tally integer variable in the PlayerController blueprint; you can store it in any Blueprint you want as long as it’s something that will exist throughout the entire game session without being destroyed. Depending on your purposes you might prefer to place this in your GameState or GameInstance BPs, but whichever you decide the process is the same. Anyway, start by making your tally variables and setting up custom events to increment them. For my example, I have an enemy spawner blueprint and an enemy blueprint; and I want to keep a tally of how many enemies have been spawned from the spawner and how many have been killed.
In the spawner BP, we use a simple cast to the PlayerController to remotely trigger the event we set up earlier. This will make our tally tick up by one, which is what we want.
In the enemy BP, we do pretty much the same thing, but we trigger the other custom event instead.
And that’s all there is to it! Your tally variables are all stored in one place for convenience, and avoids the problem you were having earlier. I hope this is helpful!