Why can't I call a public function of a parent EUW widget via a reference variable in a child widget within the blueprint editor?

Hi folks! I’ve been tinkering with a custom dialogue system, and I made the above editor utility widget (EUW) to preview what dialogue scenes will look like without having to fire up the game and click through dialogue. One of the features I want in this EUW is the ability to accept designer / developer text input to search through data table rows.

There’s only 2 widgets that are important here. The EUW shown above, and the search result row widgets that I’m creating dynamically in response to changes to the search string:

The search result widgets each have a button that developers can click on to cause the display to update:

And when created, they get a reference to the parent EUW widget:

But for some reason, I can’t call the EUW’s function to update the display using the child’s reference:

I know I could probably do this using event dispatchers or blueprint interfaces. But I have no clue why this method isn’t working even though I’ve gotten reference based function calls to work for other classes. So I want to figure out what information I’m missing here that’s making this fail.

Please if anyone has any insight on this, I’d really appreciate some enlightenment. I’ve searched around the forums and I’ve tried using AI assistance but I haven’t found any solutions or any description of the underlying obstacle that’s preventing me from just dragging the EUW’s function on the the WBP’s event graph. Please let me know if any other information is needed from me.