You never need to cast to a widget (usually). The create widget node will give you the reference via its return node. Store it in a variable and you can use that to access the everything within the widget.
I don’t really know why I thought it was a widget.
Anyway, you should direct the communication from your blueprint to to the player (if this is something you want the player to use). Use a Cast to ‘YourPlayer’ node and connect Get Player Controller to the object pin on the casting node.
So, probably this is something extremely simple, but i just can’t figure out how to do it. I have a blueprint actor that activates when the player overlaps it, changing the value of the boolean to true.
Actually the first image is not from a widget (it’s just creating it and putting it on the viewport). The problem is that i want the player only to be able to use that “ability” after he picks up an object.
Thank you so much, this clicked in my mind and i was doing it wrong. Instead of creating the boolean in the actor blueprint, i had to create it in the character blueprint, and then it worked! (this is a photo of how i finally set it up). Thank you so much!