Unreal virtual void NativeConstruct() override; bool UTestWidget::Initialize() { MyTextBlock_Name->SetText(FText::FromName("Player"));//UPROPERTY(BlueprintReadWrite, meta = (BindWidget)) class UTextBlock* MyTextBlock_Name; return true; } void UTestWidget::NativeConstruct() { MyButton->OnClicked.AddDynamic(this, &UTestWidget::GamePause);//UPROPERTY(BlueprintReadWrite, meta = (BindWidget)) class UButton* MyButton_Pause; if(EnemyRange < 100) MyTextBlock_String->SetText(FText::FromName("Alert! : Enemy Near, You"));//UPROPERTY(BlueprintReadWrite, meta = (BindWidget)) class UTextBlock* MyTextBlock_String; } void UTestWidget::GamePause() { class UGameplayStatics::SetGamePaused(GetWorld(), true); } //AMyHUD.h with #include "GameFramework/HUD.h" UPROPERTY(EditDefaultsOnly) TSubclassOf<class UUserWidget> theTestWidget; void AMyHUD:...