Accessed None Trying to read property Problem

I would suggest making a blueprint class based on HUD and putting your widget logic there.

You can later on use “get hud” command in classes.
Best to add an interface to the hud for setting parameters

The you can just call “get hud” => setHealth(value) and it should call the blueprint interface function that will control the spawned widgets in the hud class.

There is a reason thete is a Hud class in the game mode.

1 Like