@Everynone, thanks for your reply, but you’re oversimplifying what needs to be done. I compare it to let’s say Visual Basic in the stone age. I just create a text field or a label in my viewport, let’s name it txtScore. The only thing I need to do to get the text changed is txtScore.text = 1234.
The way I see this in blueprint is create a reference to the text field: so create a variable of type HUD, put that HUD on the blueprint, drag a line from the blue pin, and choose “Set txtScore” or “Get txtScore”, nothing more or less. This method is valid for any scenario.
Why I need to create the widget once more in the level blueprint is something that is not intuitive in my opinion. I already created it on screen, didn’t I?