Well, either you do it like you showed in your pictures and then set your variables to InstanceEditable and ExposedOnSpawn or you create your Text3D as a Text3DActor blueprint. When you open this blueprint you can change all settings directly and you can even add this blueprint as a child to your other already placed blueprint with drag-and-drop from your content browser to the details panel of your already placed blueprint. But out of the box I don’t think there is an option without using C++.