for the next step go back to the level editor window and create a new actor, name it BP_Bathroom, and open it. click the add component button at the top left, then search for widget and click it in the list. repeat the process but instead of searching for widget search for scene to get a scene component, name it scene_waterSpawn. repeat once more to add a static mesh which will represent you bathtub. click the viewport tab and in the preview viewport window (area at center screen) adjust the placement of scene_waterspawn to where you want your water to be spawned. click the event graph tab to open the event graph. locate the event begin play node, if you cant find it right click the graph and search for event begin play and click it in the list. next select your widget and drag it onto the graph to get a node reference to it. drag off its blue pin ans search for get user widget object and click it in the list. drag off this new node and search for cast to W_BathButtons. next drag off of the as w_bathtubButtons blue pin and search for set WaterLocation, this is context sensitive since we are searching for a variable located in another actor ( we have to drag off the pin and search or it wont show up). that will have created a set node, connect the execution pin from the cast node to the set node as shown. next select and drag your scene_waterSpawn component onto the graph. drag off its blue pin and search for get world transform and click it in the list, (this will get the components location in world space). drag the yellow pin from the get world location node to the yellow pin on the set waterLocation node. next select the widget component in the components tab. then in the details tab look for the user interface section. here set the space option to screen, this will make the widget always face the screen of the player. then set the widget class to W_BathtubButtons.