Thank you, here is the C++ snippet
ACesium3DTileset* Tileset = Cast<ACesium3DTileset>(
UGameplayStatics::BeginDeferredActorSpawnFromClass(GetWorld(), ACesium3DTileset::StaticClass(), FTransform()));
if (Tileset)
{
Tileset->SetTilesetSource(ETilesetSource::FromCesiumIon);
Tileset->SetIonAssetID(Id);
Tileset->SetIonAccessToken(CesiumAccessToken);
Tileset->Rename(*LayerNameTextBox->GetText().ToString().TrimStartAndEnd());
TileSet->SetMaterial(BaseMaterial);
TileSet->EnableFrustumCulling = false;
TileSet->EnableFogCulling = false;
TileSet->GetRootComponent()->SetMobility(EComponentMobility::Movable);
UGameplayStatics::FinishSpawningActor(Tileset, FTransform());
}