Why is my blueprint callable function not working?

I am trying to use a menu widget to allow a user to choose between an AI vs P1 and P1 vs P2. I have attached a blueprint callable C++ function to each choice, but the function is not being called because I have a breakpoint in the function but the breakpoint is not being triggered. Any ideas as to why the function is not being called?

Here is my blueprint callable function:

void AMyProjectGameMode::SetVersusMode(int32 NumberHumanPlayers) {
	if (NumberHumanPlayers < 2) {
		// have AI possess right pawn
		MyPlayer->SetPlayerTwoPawn(NULL);
		EnemyPlayer->Possess(SecondPlayerPawn);
	}
	else {
		// have PongPlayerController control the right pawn
		EnemyPlayer->UnPossess();
		MyPlayer->SetPlayerTwoPawn(SecondPlayerPawn);
	}
}

Here is how I am calling the function:

Place breakpoint on blueprint node, maybe cast fails?

The cast works because when I click on each button, the set menu widget correctly returns me to the “Settings Menu”

Ah I so I don’t know why the breakpoint wasn’t triggering but I think it was because I had overidden my AI controller class Possess function and was saving a reference to the pawn and realized I forgot to set the reference to NULL when I UnPossess it. So nevermind, just lack of paying attention to what I was doing in my code.