I am not sure what you are asking, but I’ll give it a try.
Are you trying to define a new UStruct? Or you have one already?
If you are trying to define a ustruct then on on your .h file add a definition like so:
USTRUCT(BlueprintType)
struct FMyUStruct
{
GENERATED_BODY()
UPROPERTY()
int32 MyInt;
}
then you will have to pass a variable like this to your function:
FMyStruct myStruct;
Func(myStruct);
but the definition must be as follows:
UFUNCTION(BlueprintCallable)
void Func( FMyStruct& Struct );
// notice I am using a reference because
// pointers to structs are not supported in blueprint
Now, if the function is hardcoded and you already have the struct you should try to cast your pointer:
Cast<UStruct>(myStruct)
but I am not sure that would work. Also you can try a reinterpret_cast()