Can’t Cast from Widget Blueprint to Player Character

Guys I’ve been following a tutorial to build a ThirdPerson game and I cannot cast from a menu Widget to Player Character. Here is how the event graph of the Widget looks like:

Do anyone know why? Thank you!

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Does the player exist at this point?

Pawn has to exist.

From Controller class… Get Controlled Pawn → Is Valid [valid] → Cast

Hey @yujiaoshou — this is a super common hiccup when working with widgets in Blueprints, especially early on :backhand_index_pointing_down:


:magnifying_glass_tilted_left: Why Your Cast Is Probably Failing

When you’re inside a Widget Blueprint, and try to cast to the Player Character, your “target” is likely not set correctly.

If you’re using something like Get Owning Player → that gives you the Player Controller, not the Character directly.

So if you try:

blueprint

CopyEdit

Cast To MyCharacter (target: Get Owning Player)

…it fails, because you’re casting a Controller to a Character, and they are separate classes in Unreal.


:white_check_mark: 2 Ways to Fix It

:white_check_mark: Method 1: Go through the Controller

blueprint

CopyEdit

Get Owning Player → Get Controlled Pawn → Cast to MyCharacter
  • This works because:
    • Get Owning Player returns the Controller
    • Get Controlled Pawn gets the Player Character the Controller is possessing

:white_check_mark: Method 2: Use “Get Player Character”

blueprint

CopyEdit

Get Player Character → Cast to MyCharacter
  • This one is simpler and usually works fine if you’re only dealing with one player (like in single-player games)

:brain: Bonus: Keep Track of Fixes Like This

If you’re working on a growing project, you’ll hit this casting pattern often — especially when passing data between menus, characters, game modes, etc.

To stay organized, we use a tool we built called Asset Optics that lets us:

  • :puzzle_piece: Leave notes like “This widget uses Controller → Pawn → Character casting”
  • :white_check_mark: Track which widgets or scripts need refactoring or cleanup
  • :counterclockwise_arrows_button: Sync that info to a web dashboard so you’re not chasing random bugs weeks later

It’s helped us a ton with keeping UI logic cleaner across large BP graphs.