Comunicating between blueprints?

I am trying to comunicate between 2 widgets with a boolean variable.
On widget 1 i set it to true and i want to check this on widget 2.

I am using only menu widgets with a camera actor.

what spawned these widgets? are they in the players screen or on an actor in the world?

If these Widgets are not related to each other, like parent and child, you can use the “Get all widgets of class” get the “0” index of it and cast to the widget 2 that you want.
there are better ways to do this kind of stuff, but to solve your problem you can use that node. (don´t use inside ticks)

The better way is to have the Game instance for example, being the one responsible for creating and destrying the widgets, so when creating inside the game instance, you can also create a variable for it, so everytime you need that specific Widget you can just call the game instance and get it…

I can`t figure out how to do it,i am new at unreal engine…
If you can give me some examples.
I always get "Error This blueprint (self) is not a Gameinstance_C, therefore ’ Target ’ must have a connection.
"
To be more specific,i created some widgets and every time you press a button another one is created,on Widget 1 i have a boolean variable called “IsMan”,and another one called “IsWomen”,when is going to the next widged i want to put an “if” condition to see if is a man or a women…

I found the way with game instance,thanks