Inheriting Widget Health Bar and Updating Event Tick

Hi, I have created a widget on a class that can be inherited by my AI characters, the widget appears as it should be inherited and shows a Health Bar, however this widget Health Bar does not update to face me.

I have set an event tick in the even panel of this parent class widget to allow this but it seems to ignore this and have tried putting it in a simple construction script, how can I get this to automatically update itself without doing that within the character blueprint, but in its own parent class?

The goal is to have a parent class update my location so the inherited widget Health Bar consistently face me.

A lot of times, it’s due to the graphs not making a reference to [Self] in order to make sure it’s the instance that’s utilizing the tick. Try creating a function for your event tick and have the [Event Graph] call this function. That way, there is a reference to the instances’ [Self] and not just constantly calling the tick for the first instance.

Of course, at the creation of a new instance of this parent class, you can use the construction function to enable the tick, if you don’t have it enabled by default.

Let me know if this fixes it for you.

How would I have a function to enable this tick? [as in,call a function from child blueprint to put forth the execution of the update?] AN event happens within this parent class so it can call the widget every time, but tick does not work, it is as if it will not run the event graph on its own accord within the parent widget.

The only issue with this is that the widget will not face me until it is updated, and generally requires a tick process.

Ahh I seee, then I must call the function! I will try this shortly.

How do I do this exactly please? I know how to creat functions but not execute enable ticks.

Wow, downvoting me because I tried to help. What an asshat.