Assuming that you added a text block control in the BP editor. Given that, then you could do so in the following manner:
.h
UPROPERTY()
UTextBlock* MyTextControl;
.cpp
// somewhere in the constructor
MyTextControl = nullptr;
// some location in code that is after the widgettree has been constructed
const FName TextControlName = FName(TEXT("BPTextControl"));
if (MyTextControl == nullptr)
MyTextControl = (UTextBlock*)(WidgetTree->FindWidget(TextControlName));
// some other location where you want to set the text
if(MyTextControl != nullptr)
MyTextControl->SetText(FText::FromString("Can you see your text?"));