Okay, so now I have made an event inside the child widget (because it has delay), and made another event in the master widget where I call the child widget’s event.
I call the master widget event in C++ gamestate because it is a BlueprintImplementableEvent UFUNCTION(), for some reason it still doesnt fire, I have tested it, calling the child event from Event Construct in master widget, and it worked just how I wanted it to work.
Why isnt it executing the animation when I call it from C++? (If I add a print string node in the child event, then it prints that out, but the animation is nowhere)

GameModeWidget = CreateWidget<UUW_GM_HideNSeek>(GetWorld(),GameModeWidgetClass);
GameModeWidget->ShowGamePhaseMessage(); //<-this is where I call it in C++