How to update score in widget when a bullet hits the target?

I have the an actor who is firing bullets and I have a score widget. I want to update the score when the bullet hits the target. I want to do this using C++. Thus far I can update the score when the widget is initialized.

// Fill out your copyright notice in the Description page of Project Settings.

#include “MyUserWidget.h”
#include “Components/TextBlock.h”

void UMyUserWidget::NativeConstruct()
{
Super::NativeConstruct();

// Here is where I typically bind delegates,
// and set up default appearance
TextBlock_0->SetText(FText::FromString(TEXT("Hello world!")));

}

// Fill out your copyright notice in the Description page of Project Settings.

#include “ShootTarget.h”
#include “BulletActor.h”
#include “FloatingActor.h”

// Sets default values
AShootTarget::AShootTarget()
{
// Set this actor to call Tick() every frame. You can turn this off to improve performance if you don’t need it.
PrimaryActorTick.bCanEverTick = true;
StaticMesh = CreateDefaultSubobject(FName(“StaticMesh”));

}

// Called when the game starts or when spawned

void AShootTarget::BeginPlay()
{
Super::BeginPlay();
StaticMesh->OnComponentHit.AddDynamic(this, &AShootTarget::HitMesh);
}

void AShootTarget::HitMesh(UPrimitiveComponent* HitComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp,
FVector NormalImpulse, const FHitResult& Hit)
{
ABulletActor* TempBullet = Cast(OtherActor);

if (TempBullet)
{
	iCurrentScore += 1;
	AFloatingActor* TempChar = Cast<AFloatingActor>(TempBullet->GetOwner());

	if (TempChar)
	{
		UE_LOG(LogTemp, Warning, TEXT("target hit"));
	}
}

}