How to cast C++ variable to another Blueprint class

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.