Widget Switch > How does one update the Active Widget Index dynamically?

Hello all! I’ve spun my wheels on this long enough, so I’m turning the community now. In my test scene, I’m trying to create a button the you walk up to, activate, a popup dialog device pops up with a menu display. Within this menu, I’ve added a widget switcher with three sub menus. As of now, when I test the scene, I can walk up to the button, activate it, and a string is printed via my Verse script as it’s subscribed to the InteractedWithEvent. Where I’m stuck is how on earth do I increment/decrement/set the Active Widget Index on the Widget Switcher? I’ve not found anything related to a Graph to do visual programming where I can update this, nor have I found a way to do this via Verse.

I have a reference to the popup_dialog_device, which is using my Widget Bluepint class as an override, but I’ve yet to figure out how to get a ref. to my Widget Switcher.

Any help would be appreciated. Thank you.

Extra context: The plan is to eventually handle tab-left and tab-right button events to increment/decrement the index and render different submenus in the Widget Switcher.

I’ve tried something else, but I’m still running into blockers. Instead, I’ve created models for the directories where my Widget Blueprint resides. I assign this WBP to a variable in my verse script manually by accessing the asset via modules (UI.Widgets.WBP_MyWidget). When the player activates a button in the scene, I add the WBP to the PlayerUI. This all works, but I don’t know of a way to find a child widget within my WBP.

If I could get a reference to the buttons in my WBP and the Widget Switcher, I could subscribe to OnClick events and update the switchers’ Active Widget Index.

Is there any way to find the children of a widget blueprint, even if it’s via the widget name?