Displaying health in a progress bar

I was following this tutorial and I got stuck when trying to access my health component.

I added the Health Component to the character’s blueprint. I opened my UI and accessed the character, but I cant find the Health Component after casting to my player controller.

Here is my health component.h:

UCLASS( ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) )
class WHYME_API UHealthComponent : public UActorComponent

// Sets default values for this component's properties

UFUNCTION(BlueprintPure, Category = "Health")
FORCEINLINE float GetMaxHealth() const { return _maxHealth; }

UFUNCTION(BlueprintPure, Category = "Health")
FORCEINLINE float GetCurrentHealth() const { return _currentHealth; }

/** Setter for Current Health. Clamps the value between 0 and MaxHealth and calls OnHealthUpdate. Should only be called on the server.*/
UFUNCTION(BlueprintCallable, Category = "Health")
void SetCurrentHealth(float health);

void Delegate_OnTakeAnyDamage(AActor* DamagedActor, float Damage, const class UDamageType* DamageType, class AController* InstigatedBy, AActor* DamageCauser);

// Called when the game starts
virtual void BeginPlay() override;

UPROPERTY(EditDefaultsOnly, Category = "Health")
float _maxHealth;

UPROPERTY(ReplicatedUsing = OnRep_CurrentHealth)
float _currentHealth;

void OnRep_CurrentHealth();

/** Response to health being updated. Called on the server immediately after modification, and on clients in response to a RepNotify*/
void OnHealthUpdate();

You are trying to get health component from player controller after adding it to a character? You have to take it from character but not from controller then.