Update #2: I found a solution! It wasn’t by using event dispatchers at all but rather cast to another blueprint. Basically what I did was gave my cube its own blueprint which I was then able to cast to from my widget blueprint, telling it to disappear when the user checks the checkbox. I don’t think I even needed to set up anything in the level bp.
When I open my level, I can now pause my game (which opens up my pause menu), and select a checkbox that toggles the visibility of a cube I have setup in the level.
This is just how I got it to work, but if there’s a better way to set this up, I’d love to hear it!