Using slate in a Widget Component

I am trying to make a project with as little blueprinting as possible, and want to add a new piece of slate UI to my project. I want to make a new slate UI and put that into a widget so I can move it in 3d space. I would like the slate UI to still work in the actor similar to how UMG works. Is this possible?

It is possible to do UI with Slate in c++ for runtime use, but i don’t think its possible to make a custom slate widget that is visible for use in UMG.

Slate during runtime: Using Slate In-Game | Unreal Engine Documentation

I don’t need it to work in UMG. I found that I can make a UWidgetComponent and supply an Swidget to it, making it work kind of like the UMG Widget.

UWidgetComponent* legend = NewObject<UWidgetComponent>();
TSharedPtr<UPointMarker> wig = SNew(UPointMarker);
legend->SetSlateWidget(wig);
legend->AttachToComponent(ALineBatchPlotter::RootComponent, FAttachmentTransformRules(EAttachmentRule::KeepRelative, true));
legend->SetWorldLocation(position);
legend->SetWorldRotation(rotation);