Maybe I’m not understanding something here, but can’t you create your WBP_DebugWidget widget blueprint, give it some custom variables, apply default values to those variables (if necessary) in the widget’s On Construct event (or similar), and use this WBP_DebugWidget as a child widget in another custom user widget blueprint?
And then, in the higher “parent” widget’s graph, couldn’t you change the child WBP_DebugWidget’s properties and variables (assuming they’re public) directly, or otherwise change things on the child WBP_DebugWidget by calling up any custom (public) blueprint functions you may have added?
I really might be missing something, because I’m not sure why you’d need to override any functions just to change the member properties of a child widget blueprint object. (Though overriding blueprint and C++ functions in your derived blueprint classes is obviously very doable, and easy, if you really do need to do so.)
If I’ve got the wrong idea, let me know, and I’ll try to take another shot at helping.