Accessing non-character Actor in widget blueprintnfor event driven UI

Okay thank you! So basically you go into the HUD class from the individual actors on begin play and using the widget reference inside the HUD class you bind to the event. Just an additional follow up, is there actually a reason to use the HUD class as opposed to just any blueprint? Because any blueprint can create widgets as well. What special stuff do you get from using a HUD class?

So basically you go
into the HUD class from the individual
actors on begin play and using the
widget reference inside the HUD class
you bind to the event.

Precisely.

is there actually a reason to use the
HUD class as opposed to just any
blueprint

I don’t think there is a need to use it per se. Widgets replaced the HUD class. It does come with some additional functionality unavailable anywhere else, though:

292541-annotation-2019-11-17-215519.png

I use it as a widget manager since you can always fetch it and it’s already there; it just handles most widget related stuff, hooking events and dispatchers. I find it convenient, that’s all.