The Widget Component you saw in the dropdown list is actually a component for displaying widgets in the 3D world. Since we’re not interested in that, what we’re looking for is the “Create Widget” node, which I’m assuming you’ve already added somewhere in your blueprints. You can instead use that node to create and then store a reference to your widget in your Player Controller or Default HUD (not widget) blueprint, like this:
As you can see below the Event Begin Play, I have another event for updating the Score. Whenever the score is updated in some other blueprints, they call this event with the new score information. And we can then use the widget reference to update the UI with the new score.
So essentially, we’re saying that no other blueprints need to worry about widget references. All they have to do is tell your player controller blueprint (which is accessible from everywhere using GetPlayerController node) that some value has been changed, and the rest will be taken care of from here.
As for your actor unable to get a widget reference, it might be possible that the actor’s Event Begin Play is being executed before the widget has been created. So try adding a small delay of 0.2 seconds before calling “Get All Widgets of Class”.