Blueprint communication returns empty or 0 values

In a Blueprint (Actor) I managed to create a reference to another Blueprint (Editor Utility Widget) to establish a direct link so that I can access some variables, but I noticed that every variable is read as a 0 or nothing at all from the Actor Blueprint.

I plugged in a Print String node to the Event Tick in the Editor Utility Widget Blueprint to make sure that its variables were correct, and the Print are actually correct. But when I read them from the Actor, they are all zeros or a blank space.

Initially I thought it was returning a default variable but no, it’s just 0. I can’t find any other thread with this problem and I’m stuck, what can I do?

Edit 1:
Apparently, the problem keep showing up even with Actor to Actor communication, both placed in the level. Please help

Edit 2:
Thanks to @Stormrage256 in this thread 4.24 Editor Utility Widget - How can I use it to edit blueprint class? I got it to work, but only when I select the instance of the Blueprint of which I want to edit a variable (edited by the Utility Widget). It also only works if the Utility Widget is running:

I still would like it to work just by getting a reference to the Utility Widget and importing its data by retrieving it from the Blueprint, but if I do like this I get value 0.