Conditional Widget Blueprint

Hello Everyone,

I have a widget blueprint that shows character’s HP, HP, LEVEL, and name and I plan to copy the character that it’s attatched to in order to create party members (companions).

I was wondering if there was a way using blueprints to make the widget blueprints for each one appear in a top (player controlled) down order on the bottom right side of the screen. In order to make this happen, would I need to make multiple widgets for each companion?

You could actually do it inside of your main HUD widget. Each slot you have for allies can be bound to the information based on whatever ally is in the slot (displayed text, progress bar fill, portrait texture).
In the function that adds or removes an ally, get the number of allies and then set the visibility of the appropriate HUD elements.