My Event Dispatcher To A Function is Not Working

I have been following the “Reids Channel” guide on spatial inventory and bumped into a problem with an event dispatcher. The event is supposed to start when the dispatcher is called when I pick up an item, but as the video shows the call node is hit but it doesn’t bind the event. Does anyone know what might be wrong here?

I create the “Equipment Component” and all widgets EXCEPT for the “InventoryGrid” in the HUD Class blueprint. The “InventoryGrid” widget does not get created but its “Initialize” function gets called from the Inventory Widget at game start. I’ve been using methods from multiple tutorials and attempting to piece them together so I’m not sure if this way of organizing widgets and components is good practice, it may be the cause of my problem. I have linked a video that shows my blueprints.

https://www.reddit.com/r/UnrealEngine5/comments/1k6d6es/event_dispatcher_nonfunctional/

its worth ensuring the Equipment Component is Valid at that time. (ie widget could be created before component)

or was the widget even created?

ive seen that video, it has some good info but also some bad info, like checking IsDirty on tick. Instead when set IsDirty you can just call the Dispatcher directly.

This is how I create the widgets and add the components on the HUD Class, this isn’t a part of the tutorial, I have chosen to create HUD components here. I think this may be the cause of my problem, but I have no idea how.

so the binding is in your inventorygrid, but the inventory reference is set in the inventory.

in short where is the reference set in the grid and like i said test it, use an is valid / printstring