Using UMG in a build menu (The Sims)

I’m having some trouble going from my UMG Widget into the game world. I have a data driven menu that lets me select different types of blocks. When I click a widget button, the proper block placeholder is displayed and follows the mouse as it should. When I click in the game world my block should be destroyed and replaced with a new permanent one. This is the part that doesn’t work. I’m pretty sure it’s some disconnect between the UMG widget and my custom events in other objects, but I’m not sure how to fix it.

My set up is this:
I have a BuildingManager actor in the level just to hold global variables, in this case just whether we are actively trying to build a block.
My UMG button spawns a ShipPartPlacer (my transparent placeholder block).
The ShipPartPlacer has an event bound to Left Click to Spawn a new Permanent block.

I’ve tried PrintStrings for debugging and my event that spawns a Permanent block is never fired. Any clue why?