Access struct vars in BP?

Hey all, I’ve created a struct for team info:

USTRUCT()
struct FTeamInfo
{
	GENERATED_USTRUCT_BODY()

	FTeamInfo()
	{
		FVector TeamColor = FVector::ZeroVector;
		TeamIcon = nullptr;
		TeamName = FName("Default");
		TeamNum = 0;
	}

	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "TeamInfo")
	FVector TeamColor;

	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "TeamInfo")
	UMaterialInstanceDynamic *TeamIcon;

	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "TeamInfo")
	FName TeamName;

	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "TeamInfo")
	uint32 TeamNum;

	void Clear()
	{
		TeamColor = FVector::ZeroVector;
		TeamIcon = nullptr;
		TeamName = FName("Default");
		TeamNum = 0;
	}
};

I’ve tried all types of UPROPERTIES, but I can’t seem to get the vars though a struct variable. For example, in some class I have:

UPROPERTY(Transient, ReplicatedUsing = OnRep_ControllingTeam, BlueprintReadOnly, Category = "TeamControl")
	FTeamInfo ControllingTeam;

Now, in my BP when I do Get ControllingTeam and attempt to pull off of it and place a new node, I can’t get TeamColor or any other variables. Is this even possible?

Thanks,
Austin

You always seem to find the answer to your question moments after you’ve asked it… leaving you feeling slightly dumb.

Anyways, I needed to specify that my USTRUCT was a BlueprintType:

USTRUCT(BlueprintType)
struct FTeamInfo
{
    // CODE
};

That allowed me to call the “Break” node, allowing access to my exposed vars.