i saw this question was in the “blueprint scripting” category, so i assumed you wanted to use data compatible with blueprints. i usually avoid c++ data types that can’t be viewed in blueprints, and until blueprints support UStruct inheritance, i will continue to ignore its existence as a workflow policy.
but that’s because i focus on gameplay programming, where rapid prototyping with my data is important, and you might be working on engine programming, where blueprints are irrelevant.