Lets say you create the widget in your Language actor like this:
BlueprintMenuWidget* widget = CreateWidget<BlueprintMenuWidget>(GetWorld(), BluePrintMenuWidgetClass);
You then have a reference to your widget. If you have the LanguageVar variable of your widget declared in C++ like this:
UPROPERTY(BlueprintReadWritable)
LanguageActor* LanugageVar;
you can simply set it like this:
widget->LanguageVar = this.
The variable will still appear in blueprint so you can use it.