UMG and Inventory slots



	HUDWidgetClass = Cast<UClass>(StaticLoadObject(UClass::StaticClass(), NULL, TEXT("WidgetBlueprint'/Game/**BlueprintPath**/**YourBlueprintName.YourBlueprintName**_C'")));
	if (HUDWidgetClass != NULL)
	{
		HUDWidgetInstance = Cast<**YourSubClassOfUUserwidget**>(CreateWidget<UUserWidget>(GetOwningPlayerController(), HUDWidgetClass));

		if(HUDWidgetInstance != NULL)
		{
			HUDWidgetInstance->AddToViewport();
		}
	}


This method should work although I do believe I’ve read somewhere on these forums that Epic dev’s stated that you should not get blueprint references like this as it may change in the future. Don’t expect this method to be future proof but it has been working for my needs for the time being.