How do I reference a C++ UMG Component (UPROPERTY) to the one in UMG Blueprint

Hello guys,

I created a C++ UserWidget and I want to reference an UPROPERTY UBoder component to the one created in my derived UMG Blueprint, so I can access it in C++ and change its properties.

I could accomplish it by exposing my border to a variable in the blueprint graph and setting this Blueprint variable to the C++ variable inside the Event Construct Node. However, I dont think this is the most elegant way (:

Cheers,

Daniel

Nevermind… just created a Getter as a BlueprintImplementable Event and looks nice now =)