How do I identify which instance of a 'car' overlapped my 'power-up' for use in the HUD widget?

I’m wondering if anyone can help me? I’ve created a power up system for a vehicle based game. The power up successfully destroys itself when driven over by a car, but it is intended to alter a variable within the car, which will be later referenced in a cast in the HUD, in order to change a part of the HUD. Currently it just changes the colour of a square, but it is the basis for a Mario Kart style vehicle inventory system. I manged to get this system to work perfectly with the third person character, where they simply run over it (I am using a GTA style template where the player starts in third person and can enter or exit the car at will). The actor destroys itself and the HUD changes, however I had the luxury of being able to use ‘get player character’ as the wildcard in the HUD widget.
I have no idea what wildcard to use or how to reference the instance of the ‘car’ that overlaps the power up when attempted to do it the way I want it. I have watched numerous videos and tutorials and just cannot make it work, although I’m sure I’m missing something obvious. The first two images show the unsuccessful attempts with the car BP, and the missing wildcard, the second two show the working third person version. Any help would be greatly appreciated.

Quite simple when you character enters the car he should interact in some kind of way with the car and with that you should be able to get its reference(from hit or overlap or something else), so save that reference into variable and now you can access it through you first “wildcard” character.

Hi, thanks for replying.
What function do I need to use to get/save this variable, and where should the variable be saved? Should it be a variable saved in the BP of the car? Also what type of variable, an actor reference variable or something?

No function just a normal variable, BP_BaseCar reference you save it in your BP_ThirdPersonCharacter(you get it from hit or overlap depends what you using as you enter the car), then just get it after a cast.