Inherit from class UserWidget (UMG)

Hi, I am trying to create my own widget class Inheriting from the UUserWidget class. The problem is that the compiler complaints because it can’t find the parent class (error : Superclass UserWidget of class ShipSelectionWidget not found). Even if I include the file path (“…/…/…/engine/source/runtime/umg/public/blueprint/userwidget.h”) is still not able to find it.

In the Unreal Engine 4 Twitch Broadcast – Unreal Motion Graphics UI Early Demo Live from Epic HQ video (- YouTube) they say that in the future the user will probably be able to inherit from the user widget class. Is it because right now is not allowed?

EDIT: You can find a step by step tutorial .
In order to derive my class from UUserWidget:: i did the following.

Added several headers to my project header. “(YourProjectName.h)”.

#include "Runtime/UMG/Public/UMG.h"
#include "Runtime/UMG/Public/UMGStyle.h"
#include "Runtime/UMG/Public/Slate/SObjectWidget.h"
#include "Runtime/UMG/Public/IUMGModule.h"
#include "Runtime/UMG/Public/Blueprint/UserWidget.h"

And then i also made sure that the UMG and Slate Modules was included as well.
In “(YourProjectName.Build.cs)”:

PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "UMG", "Slate", "SlateCore"});

If you where wondering how the header of the derived class looks like after created/ added from the editor.

#pragma once

#include "Blueprint/UserWidget.h"
#include "InventoryWidget.generated.h"

class MYGAME_API UInventoryWidget : public UUserWidget

Hope it helps.

Tutorial added on the forums.

This was really very useful. Thank you.
I assume this is still necessary in Version 4.8 since I ran into the same problem. Why is it, this is necessary? Is it not recommended to reparent your widget blueprint?