I wanted to have Data/Logic blueprint that is valid for the lifetime of an entire game (spawned in GameInstance), but i ended up getting gc crash on Level change, because the Actor is bound to current Level/World context.
One way to do this is to spawn actor on begin play and destroy on level change and keep all global data in struct in GameInstance.
Is there any way to have Initialized actor without spawning it in the world context without using cpp?