Let’s have a look at how does it work in my project
Here is the enemy’s pawn with a widget setup. Pay attention that I cast enemy’s widget and send ref of owner’s pawn

Then in the widget’s graph itself, I use this ref to get any variable that is needed (here you can call the pawn’s location)
And here is the widget designer, I anchored the HP bar on the center of the screen. Here are progress bar sizes X and Y that you can change on the fly
I don’t know how you implemented such HP bars on all pawns but you just need to have
- Enemy’s pawn ref → get location (vector)
- Camera’s pawn ref → pull out camera component → get location (vector)
- Distance between two vectors → distance value(float)
- Some logic that will change the progress bar’s size in the widget accordingly to the float value