# Have C++ UMG property show up in the Designer Editor

**URL:** <https://forums.unrealengine.com/t/have-c-umg-property-show-up-in-the-designer-editor/321540>\
**Category:** UI\
**Tags:** UProperty, UE4-8, UClass, unreal-engine, CPP, question, UMG\
**Created:** [June 12, 2015, 12:00pm UTC](https://forums.unrealengine.com/t/have-c-umg-property-show-up-in-the-designer-editor/321540 "2015-06-12T12:00:18Z")\
**Posts on this page:** 3\
**Page:** 1

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**Author:** ![ChrisTheEngineer\_1](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@ChrisTheEngineer\_1](https://forums.unrealengine.com/u/ChrisTheEngineer_1)\
**Post date:** [June 12, 2015, 12:00pm UTC](https://forums.unrealengine.com/t/have-c-umg-property-show-up-in-the-designer-editor/321540/1 "2015-06-12T12:00:18Z")

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Hello, I am trying to get a UMG property that I created in C++ to show up in the Designer Editor so it can be placed and manipulated visually.

Specifically, I created a ComboBoxString that I need to manipulate in C++

```
public:
		UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Directory Widget")
			UComboBoxString* Drives_ComboBox;

```

The following is in a ‘Directory’ class extended from UserWidget

Currently it is only showing up in the details window in the graph tab

 ![](https://d3kjluh73b9h9o.cloudfront.net/original/3X/f/d/fd0b4ad2d8cace13a12d21f60bb479bc9d4dce0e.png)  
However it won’t show up in either my hierarchy (expected) or palette (not expected because I would assume I would have to create a separate class for my specific ComboBoxString) windows and I am not sure how to get it to do so.

 ![](https://d3kjluh73b9h9o.cloudfront.net/original/3X/d/e/de4ceefad934a4e6028ed04c997242ba40f8ef94.png)  
I would appreciate if anyone can help me out on getting this UMG property to show up. If I have to create a UClass just for the combobox that is fine, I am just not sure how to go about it.

Thanks

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<div class="post-metadata">

**Author:** ![ChrisTheEngineer\_1](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@ChrisTheEngineer\_1](https://forums.unrealengine.com/u/ChrisTheEngineer_1)\
**Post date:** [June 13, 2015, 1:56am UTC](https://forums.unrealengine.com/t/have-c-umg-property-show-up-in-the-designer-editor/321540/2 "2015-06-13T01:56:50Z")

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Hey guys I’m back. I found a work around for this problem. First I made a variable inside my class extended by UserWidget (My Directory class)

```
UComboBoxString* drives;

```

Then I created an initialize function to connect my UComboBoxString in the Designer Editor to my C++ variable for manipulation:

```
void UDirectoryWidget::initDirectory(FString DrivesComboBox){
	drives = (UComboBoxString*)GetWidgetFromName(FName(*DrivesComboBox));
}

```

Then in the graph I called the function during the Event Construct

 ![](https://d3kjluh73b9h9o.cloudfront.net/original/3X/9/c/9c743ba2371f239be9c89976ae3ab978b146f376.png)  
Don’t mind the Debug Text. It should be fairly simple to interface with C++ now.

I would, however, like to know if there is another way of getting this done with a UProperty variable I create right from C++.

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**Author:** ![devilhiyan](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@devilhiyan](https://forums.unrealengine.com/u/devilhiyan)\
**Post date:** [January 10, 2018, 9:01pm UTC](https://forums.unrealengine.com/t/have-c-umg-property-show-up-in-the-designer-editor/321540/3 "2018-01-10T21:01:09Z")

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this is a workaround , does anyone know how a proper way of doing this?
