Get Owning Player Pawn returns none on Widget attached to component

Well, the Health logic is all taken care of in the BaseCharacter C++ class. The base character exposes two methods. “Get Health”, and “Get Max Health”. The idea is that the Widget doesn’t need to care how the health is calculated or how it is updated. It just needs to calculate the health percentage every tick so it can update the progress bar to reflect what the health currently is (Image below is my health progress bar bind function).

So now, what I thought I could do was have the Widget contain a reference to the Base Character that is currently used it. So my approach was on widget construction event, I would get the pawn who owns the widget and if it is of Base Character, we assign it to the variable. I thought “Get Owning Player Pawn” would work for all cases, but it fails when the widget is apart of a widget component. What I think you are trying to say is that the widget should not be setting this reference but its the responsibility of the actor that is using this widget to set this up. Or have the actor pass its health percentage to the widget itself.