Let’s try this. You would add a boolean of IsVectorSelected? to something like the player, game mode, or game instance. This will say whether you need to run a check for what vector is selected. If there is a vector selected, you would want to check a reference array that you store all the vectors available. (you should be able to do something like get all actors of class to fill this array but do it at the start if the other widgets are always spawned.) If another vector was selected, deselect it, set that vector’s boolean of IsSelected? to false, get the current vector you want to select, and set to IsSelected? True. At that point you could even store an index variable that would allow you to go to the currently selected index and run a reference match or directly deselect it upon a new selection.
Addition:
If your BP’s are seperate for each widget/vector, then you should use a parent BP Class. This will allow you to call the parent BP cast on the child to change the specific variables that each of the actors would have.