I am trying to create a blueprint placeable widget inventory that is populated with a dynamic number of slots in C++, the inventory widgets state should automatically govern these slots in a tree structure. I.e. when I call SetVisibility(ESlateVisibility::Visible) on the inventory master widget I want the slots to become visible as well. UserWidget is constructed as an SWidget when added to the viewport but I really need it to be a compound or maybe a panel widget so I can control the elements in the inventory in a hierarchy. What is the best way of going about this? I can add elements to the WidgetTree but this does not create the needed Slate hierarchy.