Best way to make a variable editable in editor and accessible in code, including when not in game

I’m still interested to see if anyone has any thoughts on this, but for the time being I seem to have found a potential solution.

Following the amazing here:

With additional context here:

https://forums.unrealengine.com/development-discussion/c-gameplay-programming/102665-question-about-global-singleton

I was able to create a blueprint singleton class that I can set defaults on and already exists in editor when anything might want to access it.

For more context, in my new singleton, I have two variables so far: TextureTiling and UVSize.
TextureTiling is set to 16 in the constructor (but can also be edited in BP through EditDefaultsOnly) and UVSize is set in PostInitProperties.

The singleton is accessed in editor during OnComponentCreated - which is fine because the singleton instance already exists.

And of course it also works fine in game too.