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Issues binding dynamic progress bar when casting to the specified to a unique game controller pawn

Hi I have managed to cast to a dynamic third-person character blueprint successfully in the past but I am having difficulty casting to a pawn blueprint.
The pawn blueprint is my player pawn and is set up this way in the maps/modes menu in game settings. Can anyone advise what needs to be changed ?

I figured it out. For some reason you can cast variables to a widget and that widget will update dynamically if it is the primary screen based HUD.
In order to have a widget update dynamically when it is within a pawn the variables need to be cast to the pawn blueprint and from there passed on to the widget.
Hope this helps…