Adding Child Widget based on hit actor/component

right now unreal dont have (i think) a built in way to make materials from mesh, so this is the closest i could get.

So now we have a studio that feeds a material (in my screenshots its CapturedMaterial). You will need this to create the instances, will work as a template. The Render Target created in the first link is needed just to make it work, even if we are replacing it (see last part of Widgets.jpg), the material wont work if its empty.
After that i made 2 widgets, one that will be the parent of the created widgets. (Widgets.jpg)

For my test purposes, i made 2 blueprint actors, BP_Sphere and BP_Cube. also, i made a struct ST_Meshdata (StructInterface.jpg). ActorReference is not used in my example but it could be used as a reference to the future. i also made an interface (StructInterface.jpg) because if you are hitting an Actor, you are not gonna cast for every single actor you have and find out which is the correct one and then call for a function.

On the HUDclass, i implement the CreateActorWidget, ShowPauseMenu, AddMeshData, RequestUpdate and CheckValidItem (HUDClass.jpg)

After that, we are only missing how to call this functions, i implement E key to make the linetrace and U key to bring the menu (LineTraceShowPause.jpg)