Appreciate your willingness to help.
The widget will basically animate text above the damaged characters with the amount of damage. Kind of like floating above the head.
The WeaponDamage comes from the equipped Weapon. From the Trace Component I call the Weapon Damage and when a hit is detected applies damage.
Now… I am able to get this to work for my widget when it is the PlayerCharacter. I simply cast to my Player Character and the finds the weapon damage from within the TraceComponent.
I need to do the same thing coming from the Enemy but when I call to the Enemy Blueprint, the cast “fails”. My guess is I am calling from the wrong Object.