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

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

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.

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

they are maybe a best solution from mine but here what I have done to be able to use an array from the event graph,

I needed to use a array in my event graph while creating the widget to dynamically generate the widget from BP but was using an array specially setuped from C++

UFUNCTION(BlueprintPure, Category = XXX)
const UComboBoxString* GetComboBoxString() const;

From the event graph, right click, type get ComboBoxString, from there you can use the combobox… hopefully it will help!

Hey thanks for the comment, but I am able to get it to the event graph. The thing I was trying to do is get it to the Designer editor so I can manipulate it visually. I actually found a workaround or a different way of thinking about it as I explained in the answerhub if you wanted to check it out
https://answers.unrealengine.com/questions/241654/have-c-umg-property-show-up-in-the-designer-editor.html

I pretty much just made a pointer to the widget I wanted to manipulate in C++

You can’t because those things in the top-left are Derivatives of UWidgetComponent or something I believe (Might not be the right thing, but I’m still sure they’re not UUserWidgets). You’ll have to create a bespoke class that any widget can use.