How to save info in different instances of widgets

Ok I think that makes sense. I’m currently giving that a go but the part that’s confusing me is how do I call the custom event in the silo blueprint that sets the variables when a value is changed in the widget?

For example, there’s some editable text in the widget that can be updated by the player. I’m guessing I can then get the widget reference in the blueprint, get the value that’s been changed and set that in the blueprint, but how do I call it to set that variable once the text has been committed? If that makes any sense how I worded it?