Problem with animation in UI

I have a problem, I am creating a game in menus blueprint Widget UI.

I have a widget active, where I invoke another UI widget, It’s a balloon.

By executing the OnMOuseDownButton event, I make the balloon widget disappear. As if it exploded.

But I want to run an explosion animation.

To run the animation, I use a Flipbook, from a blueprint actor class.

The problem is that in the SPawn Actor Blueorint node the balloon explodes.

It asks me for the location to run this animation.

For the location I give it the Get Mouse location data, passing it from absolute to local, but the animation does not appear where I explode the balloon. Any ideas or help on how to approach this problem?

Can I run animations in WIDGET UI, without having to call Actor?

one alternative is to set up the animation on the widget designer itself.
it’s a specific animation timeline.