UI widget blueprint to UI widget blueprint communication

Hi.

I am going to try to explain what I am trying to accomplish as best I can. Basically what I am looking to do is based on which buttons are pressed in 1 UI it in turn affect which text is displayed in another UI.

Here is what I have. This is my Main UI.

The text I am looking to change is at the top. So when it first appears, its says “First we need… etc.” The buttons down below bring up new UIs. Lets focus on the “Bricks” Button. So my current code looks like this.

On click, remove main Ui, and bring up the Bricks UI. That looks like this.

Now the “Bricks” button is still active with the following graph.

When the button is clicked again, it plays the little fold animation, then removes itself and brings back the main UI.

What I need is for when the button “Bricks” is pressed on the Bricks UI, it brings back the Main UI, but the text box that originally said “First we need…etc” to now say something else.

How do I achieve this? In theory, every tab button once selected and goes back, the text box will say something different. Basically a step by step instructions once the user selects their options.

Thank you in advance and if you need any more additional info, please let me know and I will provide the best I can.

exactly what I am looking for..maybe replying here will get someone smart to see it.
I have a main widget, several other widgets loading in it, when something is clicked inside one of the widgets, the text in the main widget has to change. In this case a productprice.
I’ve tried to cast to the main widget from the subwidget, but it doesn’t do anything…I have a function in the main widget blueprint, but how to get it to do something from another blueprint..no idea yet..

ok, not sure how to fix yet, but I’ve been pointed towards MVVM..so that is what I am trying now..link to training in UE documentation