#Yes
If the actor pointer you are replicating is pointing to an actor that is already set to bReplicates=true, then yes you can replicate that actor pointer in a USTRUCT
just make sure the Actor* is UPROPERTY()
Also make sure to set the pointer to null yourself since USTRUCTS wont do that for you and can cause your game to crash otherwise!
#Code For You
USTRUCT()
struct FYourNetStruct
{
GENERATED_USTRUCT_BODY()
UPROPERTY() //<~~~ Required for replication
AActor* ReplicatedActorPtr;
//As long as this actor has bReplicates=true, this ptr will replicate properly
// when this struct is passed over the network!
UPROPERTY()
float DamageAmount;
UPROPERTY()
FVector_NetQuantize100 HitLocation;
FYourNetStruct()
{
ReplicatedActorPtr = nullptr; //You must init this to avoid crashes -Rama
HitLocation = FVector::ZeroVector;
DamageAmount = 0;
}
};