You could reference the widget in the pawn blueprint and send variable values into the widget instead. This is more efficient in the long run compared to binding values in the widget itself.
In relation to the test on the included image. Are you sure the pawns are spawned and possessed at the time “Event Construct” is run? You could make a timer to trigger the check repeatedly to be sure the timing is not an issue. It will also help to confirm what is possessed at the time of a check.