Are there other ways to bind UMG Widget properties?

I think you have a good general idea, however, I’m looking into property bindings (ie the UWidget data that has a “Bind” option in the Editor) which are handled differently from what I’ve seen. To be more specific, I’m trying to do the following:

1 - Create a UUserWidget Blueprint (let’s call it UDebugWidget again), add a UImage as a child, and then directly access UImage property bindings from the parent blueprint that has an instance of UDebugWidget. If there’s a way to expose property bindings, I can work around this by hooking up some UDebugWidget BlueprintCallable functions that use those property bindings directly, but that’d lead me to #2.

2 - How do you create new UUserWidget Blueprint property bindings? I haven’t seen documentation for this anywhere so that leads me to believe UE4 doesn’t want you to do this currently.

I probably shouldn’t use the term “overriding functions” as all I’m trying to do is modify property bindings in the parent blueprint.