This seems like something that is fairly difficult to do in a widget blueprint. Is the animation a part of the widget itself (widget-type animations) or did you just grab animation assets out of the animation editor?
If these are editor animations, you should probably put this whole function in your main blind parent blueprint and put an event dispatcher in the widget.
Then you can bind the function to the dispatcher, and the widget can just call the dispatcher off of the click event. It should also work for all the children as well.