You would want to use an “IsValid” node on your references. And also that one picture where you cast inside of the binding: You can’t use the same return node for the CastFailed.
That will try to access the return value of the cast node which is empty on failed cast. Copy paste the Return node and just use that for the CastFailed.
In general there are like 2-3 approaches to this:
#1: Make the Reference variable “Edit” and “Expose on Spawn” and pass the reference of the character when your create the widget. This usually makes sense if you create the widget inside of the character or right after you created the character.
So you have a reference of some sort that you can pass.
#2: Get PlayerCharacter0 and cast on EventConstruct: That needs you to be sure that the PlayerCharacter is actually already spawned and possessed, otherwise this will be null.
#3: Getting the PlayerCharacter0 in the binding itself and using IsValid on it. Casting it there and connecting everything that does not result in actually VALID and successful casting to an empty return node.
This version is the laziest though. You should avoid it and rather try to get one of the other two working.
Ok, i figured out the problem. I use just the camera for my game and i was testing angles with a normal camera before i put it into the character. i have that camera on auto posses. So the player character didnt spawn at all. My mistake sorry for all this for no reason :(.