thank you for answering.
i did make a blueprint based on my code, it showed the widgets that i created in the BP itself but not the c++ created widgets.
well basically everything of unreal engine is all in standard c++ (based on what i saw in the source codes by now), and we have access to the code so we can make a pure c++ of whatever this engine offers!.
i know i’m looking for a way to use umg instead of slate, lets say i want to make a widget class for Option menu items, and i want to make maybe hundreds of those items with making a dynamic array of my class, maybe i want the user to add or remove some of those items but i cant quite get around BluePrint Logic for making such a thing, for now i’m going to try and make it with UMG and C++ and maybe at last make a blueprint based on my code if it’s really necessary, so just for now let’s forget about slates and blueprint. i know it sounds stupid to not use slates when umg is just something based on Slates for making UI more BluePrint Friendly but UMG is so much easier to deal with than slates, i may use this engine for years from now on and i don’t want to be limited by blueprint and stuck with slates nutshell.
when i can make UWidgets and anything related to UI with just c++ why can’t i just use them? i’m sure there is a way