Changing text box text when it is a "user widget"?

I have a Text Box that is styled in a particular way and saved as a widget.

I then add this “user widget” several times to another larger widget.

How do I change the contents of those text boxes in the Designer?

(Did I miss the “UI/UMG” section of this forum?)

I just noticed that Epic’s Action RPG example project managed to at least expose what I think is a bool from a “user widget”. Still can’t figure out how they did it just by looking at the widgets:

You can do that creating a new variable in your widget blueprint and setting it to Instance Editable.

Now if you add this widget to another widget from the design tab, you will see the editable variable as shown below:

Ok, but it seems that UI elements themselves cannot be exposed, but you have to create duplicates of what you want to expose and then set it during construction?

But I couldn’t get this to work either, because the Widget that I’ve added this to as a “user widget” never updates its text in the Designer, so I still feel that I’m missing a vital step here…

The Event Construct happens when the widget is created, at runtime, so that never updates the designer view.
There is an Event Pre Construct - UUserWidget::PreConstruct | Unreal Engine Documentation
“Called by both the game and the editor. Allows users to run initial setup for their widgets to better preview the setup in the designer and since generally that same setup code is required at runtime, it’s called there as well.”

By exposing UI elements, if you mean something like TextLine in your screenshot that was added to your widget in the Design tab, then I don’t think so. But if you add it directly as a variable in the Graph tab, like say of type Button, then you should be able to expose it and set it from your main widget’s design tab.

As for the values not updating, its basically what @ste1nar said. It should be fixed by using a Event Pre Construct node. If you want to visualize widget scripts in the editor itself, that’s your node.

Thank you both!

A bit convoluted, but the “pre construct” event worked.