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Adding default components for UMG in C++

I followed this tutorial and defined a UIventory class. This inventory has some default components such as text and buttons that I would like to change in code later.

If UIventory were an actor class, I would have created a member variable like UTextRenderComponent* Title; and in the constructor, wrote Title = CreateDefaultSubobject(TEXT("Title"));. I'm attempting to do the same right now by storing a UTextBlock* variable and using CreateDefaultSubobject on it, but when I create a new widget blueprint in the editor and use UInventory as the parent class, no text component shows up.

How do I properly create UMG components in code? Or can I not pre-define components--and if so, how can I work them them?

Product Version: UE 4.8
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asked Aug 09 '15 at 06:26 PM in C++ Programming

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avatar image Bonnnnnn Mar 19 '16 at 12:34 PM

They wouldn't be components, they'd be widget's right? Anyway, have you found out more about this?

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