How can I have custom (C++) widgets show up in the Blueprint Editor?

Is there a trick to making a C++ created widget visible in the Blueprint Palette/Library without requiring a proxy Blueprint?

If I make a class in C++ that subclasses from UWidget, its visible in the Blueprint Palette/Library.

UCLASS(Blueprintable, BlueprintType)
class MYOBJECT_API UMyObject : public UWidget
{
	GENERATED_BODY()
};

However if I subclass from UUserWidget, its no longer visible.

UCLASS(Blueprintable, BlueprintType)
class MYOBJECT_API UMyObject : public UUserWidget
{
	GENERATED_BODY()
};

Its strange because UUserWidget is itself a subclass of UWidget

class UMG_API UUserWidget : public UWidget

If I create a proxy blueprint that uses UMyObject as a base, then even if its subclassing from UUserWidget it will be visible in the Blueprint Palette/Library; however I wish to avoid this. Is there a another way to make it show up on the list?

Have you checked “Uncategorized” Pallete group?

They don’t show up in any group if subclassing UUserWidget.