If you want to be extra fancy and make the system a bit more sophisticated, you can use an Enum and a TMap to hold these variables.
UENUM()
enum EBlockLocation {
Up, Down, Left, Right
};
You could then give the Actor in Question a TMap Property and initialize the map in the constructor:
YourActor.h:
TMap<EBlockLocation, FVector> BlockDirections;
Constructor:
BlockDirections.Append(Up, FVector(...));
And then just Access the stored values with the [ ]-operator