How to define startup Editor Utility Widgets blueprints in a Plugin?

Defining startup Editor utility Widgets in Blueprints is simple for project level config.
It’s literally two lines in DefaultEditorPerProjectUserSettings.ini

[/Script/Blutility.EditorUtilitySubsystem]
+StartupObjects=/SomeFolder/Blueprints/BP_Widget.BP_Widget

And implementing Event Run in that blueprint.

But how to define it in a plugin?
Plugin should contain everything it needs to run and telling users to manually edit their configs seems very user unfriendly.

I’ve tried putting various configs in PluginName/Config/ directory.
I tried DefaultEditorPerProjectUserSettings.ini as well as Base[PluginName].ini and Default[PluginName].in as suggested by old 4.27 docs (sadly, 5.0+ seems not to be documented) Plugins | Unreal Engine 4.27 Documentation | Epic Developer Community

What should I do?
I try to avoid C++ as much as possible to simplify development and build process.
Python would be very handy but unfortunately, I avoid it as well becaue it was a reason why my plugin didn’t fit into desired Marketplace category.