Adding Widged to ACharacter C++

Hey all,
I want to add a widged over my AI Character, but there are some some problems, when i try to compile the code:

Error E:\UE4\CProject01\Source\CProject01\The_Character.cpp(47) : error C2665: "CreateWidget": Durch keine der 3 ?berladungen konnten alle Argumenttypen konvertiert werden.
Info C:\Program Files (x86)\Epic Games\4.12\Engine\Source\Runtime\UMG\Public\Blueprint/UserWidget.h(1083): note: kann "T *CreateWidget<UUserWidget>(UGameInstance *,UClass *)" sein
Info         with
Info         [
Info             T=UUserWidget
Info         ]
Info C:\Program Files (x86)\Epic Games\4.12\Engine\Source\Runtime\UMG\Public\Blueprint/UserWidget.h(1039): note: oder "T *CreateWidget<UUserWidget>(APlayerController *,UClass *)"
Info         with
Info         [
Info             T=UUserWidget
Info         ]
Info C:\Program Files (x86)\Epic Games\4.12\Engine\Source\Runtime\UMG\Public\Blueprint/UserWidget.h(1004): note: oder "T *CreateWidget<UUserWidget>(UWorld *,UClass *)"
Info         with
Info         [
Info             T=UUserWidget
Info         ]
Error E:\UE4\CProject01\Source\CProject01\The_Character.cpp(*) : note: bei Anpassung der Argumentliste "(AEye_Character *const , TSubclassOf<UUserWidget>)"

This is my code in The_Character.h file:

#pragma once

#include "GameFramework/Character.h"
#include "The_Character.generated.h"

UCLASS()
class CPROJECT01_API The_Character : public ACharacter
{
	GENERATED_BODY()

public:
	// Sets default values for this character's properties
	The_Character();

virtual void BeginPlay() override;

	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "MyWidget")
	TSubclassOf<class UUserWidget> WidgetClass;

	// Variable to hold the widget After Creating it.
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "MyWidget")
	class UUserWidget* MyWidget;
};

And here is the The_Character.cpp file:

#include "CProject01.h"
#include "The_Character.h"
#include "Blueprint/UserWidget.h"

void The_Character::BeginPlay()
{
	Super::BeginPlay();

	if (WidgetClass) // Check if the Asset is assigned in the blueprint.
	{
		if (!MyWidget)
		{
			MyWidget = CreateWidget<UUserWidget>(this, WidgetClass); // Create Widget
			if (!MyWidget)
				return;
			MyWidget->AddToViewport(); // Add it to the viewport so the Construct() method in the UUserWidget:: is run.
		}
	}
}

As you can see the problem is the CreateWidget Function. Any ideas?
PS.: Sorry that the error code is in german, but i dont know how to change this either.

For you language issue, please google it and find this link [HERE][1]. I don’t understand why people still don’t get it.

For your compilation issue, I guess that one of your arguments is wrong (“can’t convert from TYPE1 to TYPE2”). Take a look at UserWidget.h which contains the functions code you are using.
You can find it in C:\Program Files (x86)\Epic Games\YOUR_VERSION\Engine\Source\Runtime\UMG\Public\Blueprint\UserWidget.h

Good luck !