I’m not sure what you mean by creating a blueprint from the struct? I created a new class (MyActor) and added a struct:
USTRUCT(BlueprintType)
struct FMyStruct
{
GENERATED_USTRUCT_BODY()
UPROPERTY(EditDefaultsOnly, Category = Test, meta = (AllowedClasses = "MyAssetClass", ExactClass = false))
FStringAssetReference MyStructAsset;
};
After compiling I created a blueprint of MyActor and was able to add a variable of MyStruct. After compiling the blueprint I could select the My Struct Asset drop down which showed all available actors/classes.
Can you elaborate on your setup or what I’m doing differently.