Features of Slate and UMG Widgets

I have a question. I created a UMG widget that returns a Slate widget on construct, and I rewrote the OnPaint function to change the geometry based on the changes in Slate attributes that I assigned to a UPROPERTY of the UMG widget. I used all the optimization macros for Slate and SlateAttribute as done in the base widgets of Unreal Engine, synchronized properties in a special function in the UMG widget, and here’s what I noticed: I added my widget from the palette to a canvas panel slot in the designer window, and every time I change the parameters of this slot, my Slate widget’s constructor and destructor are called multiple times. Is this how it’s supposed to work?
Also, I haven’t checked this in the actual game build yet, but I’m also curious if my widget will be destroyed and created multiple times when I change the slot parameters, either than i change my slate attribute values.