workflow for quickly testing out different widget layouts (blueprints)

I have a scrollbox set up for an inventory system. New slot widgets are created as needed & added to the scrollbox.
I’m still trying to pin down the layout for the slot widget.

My workflow so far, has been to make a copy of the currently used slot widget & save that as a ‘backup’ in case the modified slot widget doesn’t work out. However, reinstating the ‘backup’ slot widget causes many problems with references to the modified slot widget all through the blueprints.

My question : what’s a better workflow for this ?
The only one I can come up with is to use a version control ‘revert’ … but that feels like a hack.
Input much appreciated !

For other beginners with Unreal :

If you need to find all references to a widget in your project, go to one of the event graphs and press ctrl+f to search. Click the grey button to the right of the search bar to search all your blueprints. Don’t attempt to find the references manually ; there’s always one you’ll miss (eg. in a cast node).

I have tried 2 ways for testing my slot layout :

  1. make copies of the scrollbox/hud and slot widget blueprints. Remove all the code from both copies before experimenting with layout (!). Disadvantage : the layout isn’t dynamic.

  2. Something that wasn’t successful : make a copy of the slot widget, open that copy, go to the event graph details panel (class settings tab) and change the parent class to point to the original slot widget (inheritance).
    Unfortunately, we’re not allowed to override the layout in the child slot widget, so … that option doesn’t work.