# Update tab widgets in plugin window

**URL:** <https://forums.unrealengine.com/t/update-tab-widgets-in-plugin-window/1757862>\
**Category:** Pipeline & Plugins\
**Tags:** unreal-engine, menu, UI, Plugins, CPP, question\
**Created:** [March 17, 2024, 8:49am UTC](https://forums.unrealengine.com/t/update-tab-widgets-in-plugin-window/1757862 "2024-03-17T08:49:23Z")\
**Posts on this page:** 1\
**Page:** 1

<div class="post-metadata">

**Author:** ![Slastraf](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Slastraf](https://forums.unrealengine.com/u/Slastraf)\
**Post date:** [March 17, 2024, 8:49am UTC](https://forums.unrealengine.com/t/update-tab-widgets-in-plugin-window/1757862/1 "2024-03-17T08:49:23Z")

</div>

Using the FGlobalTabmanager, a tab is created and a OnSpawnPluginTab function generates the widgets, and returns a SDockTab. After they are spawned they cannot be changed using SetText() or else. The SDockTab cannot be referenced as unreal engine will not build (TSharedRef sdock;).  
I have already programmed a function to save the widget states.  
Now I am trying to find out how to restore previous parameters in the text fields but I now wonder if this is even possible at all.
