# How to get image component from blueprint in c++

I have a dialog screenwith character icon and I need to be able to set up this image in code. But I don't know how to access this Image component (I put material instances in it).

.h

UPROPERTY(EditAnywhere) TSubclassOf<UUserWidget> widgetDialogBottom;
UUserWidget* widgetDialogBottomInstance;


.cpp

widgetDialogBottomInstance = CreateWidget<UUserWidget>(GetWorld(), widgetDialogBottom);
widgetDialogBottomInstance->Image("mi_dialog_2"); // Need something like this


.h

UCLASS()
class HOME_API UDialogBottomWidget : public UUserWidget
{
GENERATED_BODY()

public:
void SetImage(UTexture2D* InTexture);

private:
UPROPERTY(meta = (BindWidget)) UImage* CharacterPreview;
};


.cpp

#include "DialogBottomWidget.h"

void UDialogBottomWidget::SetImage(UTexture2D* InTexture)
{
CharacterPreview->SetBrushFromTexture(InTexture);
}


.. and then I made a blueprint based on that class. What should I do now?

I can get reference to image MaterialInstanceConstant'/Game/Materials/Faces/mi_dialog_2.mi_dialog_2', but how to put it to image component of the blueprint?

UDialogBottomWidget* widgetDialogBottomInstance;