Widget visibility problem

Do not set visibility.

Use - Add to view port / Remove from parent.

Hello, i have this setup in my character blueprint

On upper image im setting up visibilty of an widget, that shows information about selected npc, if some npc is selected.
On other image im setting up visibility of another widget, which is a progressbar showing spell casting.

I just cant get that 1st one to show up. Ive even tried to replace that 1st one with SpellCastBar, but even that one didnt showed up. Its exactly same setup (as u can see). Its being done in same blueprint, so there coudnt be problem between communication across blueprints. Everything works well, but the set visibility node just dont make it visible / hidden, even if it obviously fires. Sorry for my english, and thanks for any advice.

Both are set to hidden by default.

Thanks for reply, but actually thats not what i want. For simplicity i want just one widget where will be whole interface (which is actually inventory widget) This add to viewport is only for WHOLE widget (like inventory widget). I know that this should work like i want, without any problems, but somehow it doesnt.

Yes i was now working on other things, while ive realised, that after the funcion which is selecting npc/or picking items i have another function, where the inventory widget get reset (off and on), so it refreshes after item pickup, but it also causes the state of NpcSelectedStatus to be reset to its default, which is hidden so… MY BAD. It works now.