How can i fire a event in non-actor blueprint based on C++ class derived by UObject?

hi~ everyone.

i made a custom class derived by UObject. and the class has a event.
source code is here

MyObject.h

// Fill out your copyright notice in the Description page of Project Settings.

#pragma once

#include "CoreMinimal.h"
#include "UObject/NoExportTypes.h"
#include "MyObject.generated.h"

/**
 * 
 */
UCLASS(BlueprintType, Blueprintable)
class GENESIS_API UMyObject : public UObject
{
	GENERATED_BODY()
	
	
	
public:
	UFUNCTION(BlueprintImplementableEvent, BlueprintCallable, meta = (DisplayName = "OnTestEvent"), Category = "MyObject")
		void OnTestEvent();

	UFUNCTION(BlueprintCallable, meta = (HidePin = "WorldContextObject", DefaultToSelf = "WorldContextObject", DisplayName = "Create MyObject"), Category = "MyObject")
		static UMyObject* Create(UObject* WorldContextObject);

};

and MyObject.cpp is here

// Fill out your copyright notice in the Description page of Project Settings.

#include "MyObject.h"




UMyObject* UMyObject::Create(UObject* WorldContextObject)
{
	UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject);
	UMyObject* MyObject = NewObject<UMyObject>();

	return MyObject;
}

complie is ok. so i made a blueprint based on the class like this

140020-create.bp.png

and then made script in the blueprint like this.

140025-bp.png

the question is, how can i call this event in my widget blueprint?

i appreciate any of your advice. :slight_smile:

i got something while digging

https://docs.unrealengine.com/latest/images/Support/Builds/ReleaseNotes/2015/4_9/image_37.jpg

and it works.

thank you guys~! and i love you Epic~! <3