I have been using structs in combination with blueprint library classes (defined in c++), as opposed to c++ classes to do this kind of thing. It’s irksome to stray from classes and methods, but I’m afraid I’ve found no better way to expose functionality and configurability to blueprint.
I actually found how to edit the u objects variables in the editor. You have to click the down arrow in the dropdow, then at the top is an Edit that will open up a new properties window containing all the UObjects variables defaults to edit.
That is indeed the way I have been dealing with these scenarios (with ustructs in conjunction with blueprint function libraries), though this question was in regards to using classes (with methods) like we can use Structs.
Since this is not possible (as far as I now know), I will mark this as the correct response.