UI button that that loops Static mesh's in a Actor

Hello im trying to get a UI button (“Main Button”) to talk to my “Main Actor”…inside the “Main Actor” blueprint I have a few different Static meshes that I have set up on a multigate loop when keyboard button E is pressed like so…

But i want to use it on a tablet(building off of the AR template)

Using the Templates UI ive made my own button lets call it “Main Button” and I want this button to function the same as when you press E…so when you Press on the “Main Button” it talks to the “Main Actor” blueprint and cycles the multigate in the same way

I feel like this is so easy, it was for the keyboard inputs but for what ever reason I cant get the “Main Button” to talk to the “Main Actor”

Thanks for the help in advance!

Replace E with a custom event (e.g. AdjustVisibility).

In the UI create an Event that Main Button calls when clicked. Have that event call the AdjustVisibility event in the character class.

UI will need a reference to the character class (fully cast).

Ok so ive tried a few different things, watched more videos to try and help but still cant get it working
im building off the AR template …here is what my blueprint looks like

BP_placeable: (this is what i want to move with ET3_Overlay MainButton)
AdjustVisibility(custom event) > instead of E key to simplify ive added Print string (I can move the actor)

Pressed-event(custom event) > AdjustVisibility (target BP_placeable)

ET3_Overlay (widget):
onpressed(MainButton) > call Pressed (event dispatcher) > cast to BP_placeable (object is a variable reference of BP_placeable) > print string (button pressed!)

BP_ARPawn:
at beginplay ive added a sequence that brings up my ET3_Overlay(widget) and the default MainMenu(widget) that is already in the template