Why is passing variables between blueprints such a challenge?

I’m not sure what you mean by send the
transform to game state, a game state
i usually an enum in a
GameInstance/GameMode class that has
like InGame, IsPaused etc. Maybe you
mean you want to send it to the game
mode?

It’s a [fully replicated framework class][1], you can extend your own. It’s globally accessible like all framework classes.


I want an actor that sends its
transform to my game state when
another actor overlaps it, and then I
want my level blueprint to access that
transform value.

Actor:

Level:

edit: also Nebula tuts ftw!