# Can anyone tell me how to make a widget affect player

**URL:** <https://forums.unrealengine.com/t/can-anyone-tell-me-how-to-make-a-widget-affect-player/1667818>\
**Category:** Programming & Scripting\
**Tags:** unreal-engine, Blueprint, question\
**Created:** [February 5, 2024, 2:13pm UTC](https://forums.unrealengine.com/t/can-anyone-tell-me-how-to-make-a-widget-affect-player/1667818 "2024-02-05T14:13:45Z")\
**Posts on this page:** 1\
**Showing post:** 2

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**Author:** ![Everynone](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/everynone/32/1135017_2.png) [@Everynone](https://forums.unrealengine.com/u/Everynone)\
**Post date:** [February 5, 2024, 2:16pm UTC](https://forums.unrealengine.com/t/can-anyone-tell-me-how-to-make-a-widget-affect-player/1667818/2 "2024-02-05T14:16:35Z")

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Either cast to the possessed pawn from the widget or dispatch. Both methods:

> [@How can I make a button to trigger an EnhancedInput event in my player blueprint?](https://forums.unrealengine.com/t/how-can-i-make-a-button-to-trigger-an-enhancedinput-event-in-my-player-blueprint/1658624/4):
>
> Like this: Not sure what you’re trying to do here: [image] If Jump\_B is a button and Milo is a character, you’re telling the editor to treat the button as if was a character. That will not work. If you want to access a possessed character:

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