How to make USlateWidgetStyle work

Hello every one. I want to know how to make USlateWidgetStyle work and add those styles to my widget.

I have created a style inherited from the USlateWidgetStyleContainerBase(present in the defualt class creation) and I have added code to it something similar to what is used in the shooter game. I have created the UI style assets in content browser derived from by slatestyle class and given them default properties.

I have a custom slate widget present at another place. But I am confused on how to link the style to the widget. Any tutorials present on the wiki regarding the style creation are a bit outdated,

Style.h

// Fill out your copyright notice in the Description page of Project Settings.

#pragma once

#include "SlateWidgetStyleContainerBase.h"
#include "InventoryWidgetStyle.generated.h"

/**
 * 
 */
USTRUCT()
struct SURVIVALGAME_API FInventoryStyle : public FSlateWidgetStyle
{
	GENERATED_USTRUCT_BODY()

	FInventoryStyle();
	virtual ~FInventoryStyle();

	// FSlateWidgetStyle
	virtual void GetResources(TArray<const FSlateBrush*>& OutBrushes) const override;
	static const FName TypeName;
	virtual const FName GetTypeName() const override { return TypeName; };
	static const FInventoryStyle& GetDefault();

	/** Design of the board outline*/
	UPROPERTY(EditAnywhere, Category = Inventory)
	FSlateBrush InventoryBorder;
	FInventoryStyle& SetInventoryBorder(const FSlateBrush& InInventoryBorder) { InventoryBorder = InInventoryBorder; return *this; }

	/** Design used by an empty slot icon*/
	UPROPERTY(EditAnywhere, Category = Inventory)
	FSlateBrush EmptySlotImg;
	FInventoryStyle& SetEmptySlotImg(const FSlateBrush& InEmptySlotImg) { EmptySlotImg = InEmptySlotImg; return *this; }
};

/**
 */
UCLASS(hidecategories=Object, MinimalAPI)
class UInventoryWidgetStyle : public USlateWidgetStyleContainerBase
{
	GENERATED_BODY()

public:
	/** The actual data describing the widget appearance. */
	UPROPERTY(Category=Appearance, EditAnywhere, meta=(ShowOnlyInnerProperties))
	FInventoryStyle WidgetStyle;

	virtual const struct FSlateWidgetStyle* const GetStyle() const override
	{
		return static_cast< const struct FSlateWidgetStyle* >( &WidgetStyle );
	}
};

Style.cpp
#include “SurvivalGame.h”
#include “InventoryWidgetStyle.h”

FInventoryStyle::FInventoryStyle()
{
}

FInventoryStyle::~FInventoryStyle()
{
}

const FName FInventoryStyle::TypeName(TEXT("FInventoryStyle"));

const FInventoryStyle& FInventoryStyle::GetDefault()
{
	static FInventoryStyle Default;
	return Default;
}

void FInventoryStyle::GetResources(TArray<const FSlateBrush*>& OutBrushes) const
{
	// Add any brush resources here so that Slate can correctly atlas and reference them
	OutBrushes.Add(&InventoryBorder);
	OutBrushes.Add(&EmptySlotImg);
}

How do I link it to my widget class?