How do I mainipulate TextBlocks created from umg in c++ on unreal engine?

I would like to be able to update a TextBlock made with blue print widgets and get weather or not it has been clicked using the back end c++ code. Is there anyway to do this currently?

As you can see here I have a bunch of TextBlocks overlayed on buttons and I would like to be able to change this text when the user presses a new key.

Short answer:
In your UUserWidget class inherited by your Blueprint:

UPROPERTY(BlueprintReadWrite, meta = (BindWidget))
UTextBlock *TextBlock0; // Same name as in Blueprint. Don't forget to check **Is Variable** next to its name.

TextBlock0->SetText(/* FText() */); 

You just need to change UTextBlock to UButton to bind with buttons.

Better answer:

Thank you so much, this helps a lot.