USTRUCT(BlueprintType)
struct FTransitionData
{
GENERATED_BODY()
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Menu TransitionData")
float OpacityB;
};
Note the ‘F’ prefix on the struct name. This is required for all USTRUCTs by Unreal’s reflection system (or anyway was until recently and I don’t think has changed).