Hi, if this actor already exists in your level, then I would go with editor scripting and create an editor utility widget. Scripting the Unreal Editor using Blueprints | Unreal Engine 5.3 Documentation
If you use an editor utility widget, then you could use a “ComboBox (String)” inside UMG.
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I created this editor utility widget for my quest system to make it easier for me to see and set the relevant variables.