Haha sure. So basically you have to remember in order to “cast” something you need what is called a reference. This is the object pin you are talking about. So for common things like “player character” or “player pawn” Unreal has a built in function/ node that through some back end code actually generates the reference to the specific instance of the player character or pawn in the level. For custom blueprints you have to generate the reference yourself and that’s where everyone gets stuck. You can use “get all actors” but it’s one of the least efficient ways because it requires the computer to loop through every actor in your level and check to see if it is the desired type. Depending on your set up, overlap events are good ways to get references, as are hit events. Other times for things like widgets what you can do is create them in a blueprint you can easily reference like a player character and save the created widget as a variable within the player, that way you can easily cast to the player and as I mentioned before doing that gives access to all player character variables one of which would now be your widget. This is a way to back door into some more difficult actors to directly reference. I’m gonna make a tutorial on casting at some point I’ll post it here when I do because I feel so many people struggle with this visual aids would probably help haha anyway hope you have a better understanding now, if anything wasn’t clear let me know.