First you’ll want to create a binding for the widget text. I called mine “SetText” as you can see.
Create a text variable in another blueprint. I used my gamemode in this instance.
Then you’ll want to go back to the binding function you created at the beginning (SetText) and feed the WorldText variable into the output. Now, whenever the WorldText variable is updated, the widget binding ensures that the widget text updates automatically as well
Here you can see that the example function I created, randomly chooses to set the text to either “red”, “green” or “blue”. the widget updates live as you would expect.