Well the setup is as follows. There is a WBP_CharacterInfo Widget, that contains a health bar. The widget is used in two places. It is added to a WBP_HUDLayout Widget, which is then added to a HUD blueprint. The second place it is used is on a widget component for enemy characters. I was hoping that within the widget blueprint script I would be able to get “Owning Pawn” check if its of type “BaseCharacter” (Contains the current health information of both Actor) and from there update the health bar as required. I believe calling “Get Player Character” will be an issue since its assuming that this WBP_CharacterInfo is only tied to the player character, but what I want is the WBP_CharacterInfo to work with any BaseCharacter Pawn that it’s attached to. My apologies if I am still not understanding something.