Get Owning Player Pawn returns none on Widget attached to component

No, not at all. I’m just trying to understand your set up. I’ve made “parent” enemy blueprints, and used a widget in the components panel that is a health bar and when you attack the enemy the health bar goes down. My issue is not that I couldn’t tell you how to do that it’s just however I did it doesn’t have these issues you’re having. And everybody likes their code a certain way so unless you come to me with no starting point I really only tell people to change their code if it is blatantly bad logic. That being said, if the widget is a component of an actor blueprint whenever you have an event that requires updating the health bar of that actor, say on overlap of a player weapon it shouldn’t be hard to cast to the enemy overlapped and modify it’s component widget. So I’m not understanding why you need to find an owning pawn on construct. It’s hard for me to see your logic with that. I think you’re making this more complicated than it needs to be unless I’m missing something about your game mechanics?