You’re right that this is more of a general Unreal Engine question. I recommend looking up documentation and tutorials on blueprint communication. What you want here is to access unit blueprint references through your UI. One way to do this is to get the initiative order array from the TurnManager through the singleton interface added to the game state. So basically, get a reference to the game state in the UI, get the TurnManager from it and then get the initiative order array to access the units and get their stats.
I did a lot of experimentation last week on an overwatch ability and got something that worked okay. However, while doing so I found a better and more general solution for playing actions within other actions, that worked for overwatch as well as other features. However I struggled to get it working with networked multiplayer. I want to fix that before uploading the next update. However, as I’m defending my PhD thesis on the 8th next months I don’t have much time to develop before then. Therefore I have decided to simply upload the converted 4.21 project to Epic as the 4.22 update and add the new feature update as soon as it is done, which will hopefully be one or two weeks after my defense. Sorry about the delay, but life got in the way, and I don’t want to release a half-finished feature to the developers here which is likely to change drastically just a few weeks later.