Multigate works in Level Blueprint but not in UMG...?

As the title states, I’m trying to use the Multigate function in UMG in order to switch meshes on the player character in a specific sequence (Making a character customization screen), and I can get it to work from the Level Blueprint fine using direct input events, but in the widget function it only ever fires off the first item in the Multigate’s sequences, never firing the second one.

It’s setup essentially the same in both the Level Blueprint and the Widget, so I’m not sure what’s wrong but my best guess is something like the Widget function only fires the one time and then deletes itself, not storing any data or variables, and so when it’s fired again it assumes it’s at 0 again on the Multigate… Any suggestions on how to work around this?

Level Blueprint:

http://kevinkroschel.com/wp-content/uploads/2014/10/LevelMeshSwapping.jpg

Widget Blueprint:

http://kevinkroschel.com/wp-content/uploads/2014/10/WidgetMeshSwapping.jpg

Never mind, I seem to have found the solution, and wonder why I didn’t figure it out sooner… I setup a new function in my Interface Blueprint that is called from the Widget button’s function, then put an event into my Character with all the same stuff, and now it works.

Widget Blueprint:

http://kevinkroschel.com/wp-content/uploads/2014/10/WidgetToInterface.jpg

Character Blueprint:

http://kevinkroschel.com/wp-content/uploads/2014/10/InterfaceEventToCharacter.jpg