Asset Brush
The Asset Brush node allows you to use the "Slate Brush" asset created in the Reality Editor in Reality Setup. AssetBrush node has a single output and you only can set it to SlateBrush variable.
Adding Slate Brush Asset
Open Reality Editor and create a Slate Brush from ADD NEW → User Interface → Slate Brush or access it via right click in empty area of content browser and choose it from component menu.

Configuration Slate Brush
- Open SlateBrush asset and configure it.
 - Save changes.
 

Exporting Slate Brush Asset
- Open project settings from.
 - Open Exports tab which under Reality title.
 

Creating Widget Blueprint
- Open Reality Editor and create a Slate Brush from ADD NEW → User Interface → Widget Blueprint or access it via right click in empty area of content browser and choose it from component menu.
 

Changing Parent Class of Widget Blueprint and Exporting
- Open up Widget Blueprint.
 - Click Graph Tab.
 - Open the Class Settings.
 - Change "Parent Class" as ZDRealityWidget from "Details Panel".
 

- Open project settings from .
 - Open Exports tab which under Reality title.
 - Add "MyWidgetBlueprint" to Widget Class
 

Adding component to Widget Blueprint
- For this tutorial we will add an image component and we will set Asset Brush node to the brush of image.
 - Add an Image component from Palette under Common Section.
 

- Open Graph tab.
 - Add a slate brush variable. Click eye icon to make it public.
 - Your variables should be looking like the below image.
 
Adding Custom Event
- Add a custom event to the graph. And set the script as shown in the below image.
 

This event will set "MySlateVariable" to brush of "MyImage" variable.
Exporting Custom Event
- Open Class Defaults of Widget Blueprint.
 

- Add "SetMyLogo" event to "Reality Events" under Details.
 

Using Asset Brush in Reality Setup
- Click PLAY button of editor.
 - Open Reality Setup Application.
 - Add ASSET BRUSH from Create → UMG
 - Set Brush of "AssetBrush" class.
 

- Add UMGRENDERER from Create → UMG → UMG Renderer.
 - Set UMGRENDERER class.
 

- Connect nodes as shown in the below image.
 

Result
- Click UMGRenderer Node and execute SetMyLogo function.
 
