I double post to show you the 2 possibilities :
1 in level blueprint : You create your widget and you immediatly “set” your reference with the blueprint ( selected in level and right click to have it in level blueprint) then in widget, you use the reference filld and drag your mesh (cube in my example) to set its visibility. (i used a custom event named “event click” but this is the click button event as the one under)
2 in widget only : You get all actors of this type of blueprint and get it (because there is only one. if there was more, i would have do a for each loop and cehck the one i want to use)