FTransform does not show up in the editor

So I have a USTRUCT, and its variables I can get to show up as UPROPERTY except for FTransform

I think it may be an issue of initialization, as I can get specific parts of the transform to show up like this:

USTRUCT(BlueprintType)
Struct FStructName
{
public:

UPROPERTY(BlueprintReadWrite, EditAnywhere)
FVector MainActorPos;

FStructName()
{
MainActorPos = FVector(0,0,0);
}

}

But :

UPROPERTY(BlueprintReadWrite, EditAnywhere)
FTransform MainActorTransform;

with any of these initializations does not show up at all whether I do them complete like this:

MainActorTransform.SetComponents(FQuat(0,0,0,0),FVector(0,0,0),FVector(0,0,0));

or Broken down like
MainActorTransform.SetScale3D
MainActorTransform.SetLocation

etc

What’s the proper way to initialize this for visibility/editing in the editor? I’ve also tried not initializing and it doesn’t work. Thanks in Advance.

I suppose your struct locates in a UCLASS() as member variable.

Without any initialization it works for me:

USTRUCT(BlueprintType)
struct FMyStruct
{
	GENERATED_BODY()
	
	UPROPERTY(BlueprintReadWrite, EditAnywhere)
	FTransform Bar;
};

UCLASS()
class CONTENTEXAMPLESCPP_API AMyActor : public AActor
{
	GENERATED_BODY()

	UPROPERTY(EditAnywhere)
	FMyStruct Foo;
	
public:	
	AMyActor();

protected:
	virtual void BeginPlay() override;

public:	
	virtual void Tick(float DeltaTime) override;
};

307597-answerhub-struct-transform.png