[FEATURE REQUEST] UMG widget inheritance

Sounds like an interesting approach for handling UMG interaction.
But I would “need” the widget inheritance for the actual widget design.

Like here:

I have PercentileBasicUI widget. Just a background image, a progress bar, a text component and another image as icon.

With a “SetData” function, the user can set the value for the percentile:
(The “Value” and “Total” variables that are set are private)

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So, after the value is set, the UI is updated:

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The various update functions for each component:

Nothing is done to the icon in the base class. Descendant classes could then overwrite this function to add icon update logic.
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Although probably never needed, descendant classes could overwrite this function to modify the displayed bar value.
updatepercentile.JPG

This is the method that a descendant class would overwrite to have the value displayed differently. For example: Ammodisplay “15/20” Healthdisplay “75”.

So, with your approach, I might be able to move that logic into another class and have my widgets controlled from there like shown in your diagram.
But what if I want to extend the widget to have another text component above the bar to make a “CaptionedPercentileUI” widget?
Sure, I could create a new widget, and drag the Percentile in as a component, but then that gets messy when you rearrange things in the hierachy…

How do you keep changes in your UMG setup in sync with yyour “Manager” class logic ?