just an insight. interfaces and dispatchers are only useful if:
- you want to send one signal to multiple destinations and, on the average case.
- dont know the reciever (on a dispatcher) or dont know the sender (interface). i might be explaning this way too raw but you can get my point.
on this case, the HUD class (MasterHUD) is creating the widget i asume, that means you get a reference of the clock widget. if i understand correctly, you want the MasterHUD to make “some calculation” and tell the widget to show the result. just call the functions from the reference when you created the widget. IF its the other way, if you want to access the HUD class from the widget, you can still do it without interface. “Get Owning Player”->“Get HUD”->Cast to MasterHUD gives you access to the blueprint.
“IF” you still need/want/areObsessed with implementing interface, you are doing it wrong. you have to click on class Settings on the blueprint that is going to recieve the signal, and down on the settings you add the interface that you are going to use (you have to create it first as i think you already did). Compile the blueprint. and then, on the blueprint that you want to send the signal, you get the reference of the HUD (still need to know where you are sending the signal), and call the Event or Function (Interfaces calls become functions if you add an Output to the call) that you need.