You need to make the member variable visible and editable in blueprints, here are the parameters explained:
most commonly though:
(inside your component .h)
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = whateveryouwant)
membervariabletype membervariablename;
in the object constructor, initialize it:
APlayerPawn:APlayerPawn()
{
membervariablename = blah;
}
Then in the HUD, drag off the cast of the AMyCharacter and search for the member variable name.