How to save a widget blueprint to .uasset file in c++

Hey guys, I’ve loaded and modified a widget in c++(add some buttons, for example). Now i want to save this widget to disk in the editor environment. Can someone tell me how to do this?

I’ve also tried saving some runtime data, such as actors, but I wasn’t successful. Using SaveGameToSlot only allows saving UPROPERTY variables. Therefore, my current approach is to create a descriptive structure for the objects I want to save, store that structure using SaveGameToSlot, and then use the structure to restore the actor when loading. If you directly try to save an actor or UObject, it could lead to a series of issues like memory alignment or context problems. Feedback is welcome!