How do I tell engine, how serialize my custom data struct, when passing it as paremter in RPC

I have custom data struct, which I want to pass trough parameter in RPC.

It’s nothing complicated:



USTRUCT(BlueprintType)
struct FGAEffectHandle
{
	GENERATED_USTRUCT_BODY()
protected:
	UPROPERTY() //we will replicate handle, so we need it be uproperty.
		int32 Handle; //Fname Guid ?

public:
	FGAEffectHandle()
		: Handle(INDEX_NONE)
	{}
	FGAEffectHandle(int32 HandleIn)
		: Handle(HandleIn)
	{}
	bool IsValid()
	{
		return Handle != INDEX_NONE;
	}

	inline int32 GetHandle() const { return Handle; }

	static FGAEffectHandle GenerateHandle();

	bool operator==(const FGAEffectHandle& Other) const
	{
		return Handle == Other.Handle;
	}
	bool operator!=(const FGAEffectHandle& Other) const
	{
		return Handle != Other.Handle;
	}
	friend uint32 GetTypeHash(const FGAEffectHandle& InHandle)
	{
		return InHandle.Handle;
	}

};


When this struct paremeter is passed as param in RPC, Handle value is -1 (while it should be >0).

Out of curiosity I checked how unreal types are passed trough RPC, and they work correctly. Which means I have to tell engine, how to handle my own types.

Any idea where to start with it ?