Call Condition from Widget

Hey. I have a small question. Basically, I have a widget, that let’s you choose between two options, let’s say Option 1 and Option 2.
The player clicks on Option 1 and a condition, that says ‘Option 1’ becomes true.
If the player clicks Option 2, a condition ‘Option 2’ becomes true instead.
Now, so far everything is fine. The problem is when I want some level things to change, depending on whether the player has chosen Option 1 or Option 2.
For example - I want a trigger to be active only if the player has chosen Option 1 in the widget. How do I call that condition in the Level Blueprint, because at the moment it’s only in the Widget blueprint? I tried some things, and I got to this :
Now, I want this blueprint to do the following : Whenever the player has chosen the ‘Yes pill’ (that’s Option 1) in my widget menu, and when he is in the said trigger box, I want him to be able to play this sound with pressing ‘e’. All is good, but the condition variable from the widget has some sort of ‘target’ that I cannot seem to understand. What am I supposed to hook up to it in order for it to read the variable from the widget?
Thanks!

Google for “blueprint communication” and tutorials.

After that:

in my case checkbox in umg is chaning “IsAiming” variable in player controller.
So make checkbox (or button) then make variable in player controller,
change that variable, then you do changes in world

Or make function (event) in player controller that is “Event_user_Changed_option” pass new value of option over, and do stuff when that event is called in player controller.
Call that event from inside umg, just like i set values, you can call functions or events that are in different blueprint.