How can I update an Editor Utility Widget without Compiling

I’m new to asking questions here in the forums but I have exhausted all options and need some help. So, I am hoping I did this correctly. Sorry if it isn’t 100% correct but I am trying to be as clear and concise as I can be.

Overview of what I am doing:

  • When testing things, I normally use print strings

  • Over time, I have started making Function Libraries for quick prints like PrintTrueFalse, Vector X,Y,Z, Success/Fail, etc

  • I wanted to upgrade this again method of ease again by creating an Editor Utility Widget (EUW) that will specifically hold these prints so I dont have to dig through the output log for them

  • I have all of this set up, everything works except what I really want to do

How it works:

  • Each time a log is made, it is captured and placed into a log file

  • The log file is parsed and each log is stored in an FString

  • That array is then read in the EUW which creates a text log for each log in the array

What I want to do:

  • I saved the log entries to a file because I want them to persist after the editor stops running so that I can review them

  • In the widget, I have a button that clears the LogFile and the LogArray but the EUW does not update when the button it pressed

  • It only updates when manually compiled

  • Is there a way to have the EUW update without having to compile so that when I press the button or log something in the construction script of an actor, I wont have to open the EUW BP and compile

Things I’ve Tried:

  • Manual file and variable resets call on EUW PreConstruct
  • Event Dispatcher in the Function Library that is called OnLogUpdate (When the log is cleared or Updated)

Important to Note:

  • The Function Library is made in C++
  • The EUW is made with Blueprints
  • I’m open to any solution even if it means that I need to create the EUW in C++
  • Ive checked everything, and it runs flawlessly from what I can tell. It just doesnt update without compile