How do I expose my variables to be editable without creating a blueprint?

I want to create C++ classes that depends on some values that can often change, so I declare these using the UProperty Macro, like this (imagine this is inside an AActor):

UPROPERTY(BlueprintReadOnly, EditAnywhere, Category = "Turning Player")
		FRotator PlayerRotationOffset;

Is there a way to set the PlayerRotationOffset declared above in my editor without creating a Blueprint to do it?

Since its EditAnywhere, you can drag and drop the actor into scene and you can change the value for that particular instance. But if you want to change the defaults then you can either do it in Default constructor or you have to make a blueprint extending the class.

Thank you. I will start to make a separated object instance just to hold information that need to be often changed and get these informations in my objects