C++ Struct is Having its Data Cleared in Blueprints

Thank you for the reply @3dRaven. Unfortunately, what you’re showing does not address the issue. The value of the struct gets set in C++ and needs to be passed to Blueprints, but the return value of GetStruct() in Blueprints shows the default values, while the UE_LOG and breakpoints show the populated values in C++.

class UMyObject : public UObject
{
	GENERATED_BODY()

public:
        UFUNCTION(BlueprintCallable, BlueprintPure)
        const FMyStruct& GetStruct();

        // Not a UFUNCTION because it is only used in C++.
        void SetStruct(const FMyStruct&);

};