When NPC is constructed it doesn’t have the component yet, I guess. Which makes sense, its components cannot be there before it.
You have to wait, aka:
EventBeginPlay>>get MyVar.
You can get the values from the component, but customizing its variables from the editor will not result in the changes being reflected immediately. You will have to start an instance of the game to make that happen.
If you want to reflect the changes in the editor itself, I believe you have to update the variable manually through the construction script of the owning actor.
For my use case I’m trying to hide or show a billboard component based on the values of a different component (basically as an in-editor warning). Anyone know of a way to do that kind of check/update before BeginPlay is called?