It might be easier to store the text in a location accessible to the menu (such as the PlayerController), and have the trigger change the text there (also accessible from triggers and weapons). But perhaps this is beyond the scope of your mod/mutator. You can store it in the weapon, and have the weapon send the text to the menu (check out the HandleParameters function for the menu). Or get the text from the weapon (through the PlayerController.Pawn.Weapon), and have the trigger change the text in the weapon (Pawn.Weapon). Depends on how deep you like your references, and how clever you are.