- create and expose the enemy reference variable in the widget
- have a Health Point text variable in the enemy (do any calculations there, rather than in the widget)
- create the widget in the enemy blueprint:
You can then directly bind the Health Points text variable with no need to even use functions or perform expensive casts every frame:
Before this enemy dies, use the wHP_BarReference Variable in pic 1 to remove it from the Viewport.

