How to update variables avoiding event tick on blueprints

Hello! I was trying to create a character customization small test.
Works perfectly as I want on the editor but the game goes crazy when I package it, and I assume it is because I’m a total noob and I pretty much freestyled a lot to make things work as I wanted.

Here you can see the behaviour during the editor play and then on the packaged version.
The head spins like crazy and the buttons are unresponsive and no longer work.

My logic was:
Creating a set of integer variables (Let’s call them ID’s) that go up and down in value when the mouse buttons are pressed.
Depending on which is the value of the ID’s, the program will make all parts invisible but the one that matches the ID value.
For this I used event Tic. So every frame the program goes on and checks all variables.

For some reason this approach falls off when I package the game.

I would love to know how you guys would do this instead using blueprints. Consider I’m a total noob and this is the first thing I try on unreal, plus I don’t know pretty much anything about programming in general.

I would also wouldn’t mind sending over my project if someone has the time and patience to give it a look.

thanks in advance!
Here’s what I’m doing on an image. Is this but a lot of times with a lot of different sets of geometries.