Though the HUD is an Actor, I don’t think it has a collision component, which could check the overlap.
You should check the Begin Overlap Event inside the trigger box. This event spits out the character pawn actor, if you walk inside it. From there you can cast to the PlayerController and the HUD and access your variables inside the hud class.
I would consider creating a boolean (e.g. “bDrawTime”) in your HUD class and only execute the DrawTime-Function, if that boolean is true (with a Branch).
First off, thanks for giving a thumbs down for someone who is trying to help instead of asking or correcting first.
The blueprint of the Trigger-Box has an event “ActorBeginOverlap” (natively). You can see it in the picture I posted. This Event gives you the Actors that intersect with your Trigger-Box (ergo your character). From this character-actor you can get your PlayerController and (afterwards) your HUD.