Widget UI won't pop up even after creating it with Blueprints UE5.03

Hi all, sorry if this is a dumb question,
I’m really new at this. I created a simple widget and named it BPW HUD and I got no errors after creating it here it just doesn’t do anything… I feel like I’m missing something really simple but I’ve been working on this for a while now and it’s just blending together. Image of the Blueprint attached.

When you use CreateWidget, you should drag the output pin and type AddToViewport. You can also add the output to another widget panel so it becomes the child of the panel. This panel or one of its ancestors then has to be added to the viewport.

Do make sure to set the OwningPlayer as well. There is something odd going on in the engine that if the owning player is not valid (PlayerContext) function OnInitialized will not execute. One of these weird things I guess.

** Edit some thing else, you show two separate execution paths on that image. One starts on the homing event and another comes out of nowhere. When the Homing Target event executes it will run along the execution line up to the final node where you set the text variable on the widget target. Thing is, that widget target is invalid, because it would be created on another execution line which has not been called by this event. Nodes with an execution input will only execute when that input is called. They do not execute the moment an output pin is used. That is only the case with BP methods marked “Pure” (the green nodes) which I strongly advise you not to use for exactly that reason.