Persist Character Object when changing Level

I have a Pawn (An extended APaperCharacter Object) who starts in a Level. This character can walk, run, jump, or fall into a “trigger” which loads another Level. If the player jumps up into a “trigger” above, I would like to load the Level and carry the character’s upward momentum as you’d expect in real life. Same goes with falling below and running out each side. Think Metroid / Castlevania type rooms.

The problem I am having, is that I can not find an intuitive way to simply persist this Object and maintain the movement and other settings once the next Level loads. The Object is set as the Default Pawn Class in my Maps & Modes settings, and it seems a new instance is instantiated every time a new Level loads. Is there any way to persist this Object or create a copy which maintains all of the movement and other values?

I hope I was able to explain what I am struggling with.

Sounds like you want to use level streaming.

This seems promising. I’ll have to do some research into the c++ implementation or examples. Do you happen to know of any?