C++ Function Call from Blueprint Widget

I can’t get this to work for the life of me… I have a function in an actor class I created, I want to directly call it from a button. Here’s what I have in the SomeActor.h


void SomePrintFunction();

Looks good…

Now the SomeActor.cpp


void ASomeActor::SomePrintFunction()
	GEngine->AddOnScreenDebugMessage(-1, 1000, FColor::Blue, FString::Printf(TEXT("It Works!")));

This is what I want to be called.

I created a Blueprint out of my C++ Class. Here’s what I have in the widget blueprint:

Inside my Blueprint of SomeActor I made a reference (to the blueprint actor) to be passed along to the Widget Blueprint:

However, OnClicked doesn’t call the SomePrintFunction. Perhaps someone can chime in the proper way to do this? I’m stuck and this is an important feature My guess it’s not getting the reference. What should I do? Thanks!