I have a UScriptStruct* field on a UCLASS object defined in C++. The value of this field is known at Blueprint-compilation time. I would like to downcast the value of this field to the actual USTRUCT that is stored in the field, so that I can access the struct-specific properties in Blueprints, the way structs are usually used in Blueprints.
However, I am having trouble doing this. I am capable of writing the C++ code to do something similar, for example, to set values on the base struct, by using
uint8* StructData = (*Prop)->ContainerPtrToValuePtr<uint8>((void*)Struct, 0);
CastFieldChecked<FIntProperty>(*Prop)->SetNumericPropertyValueFromString(StructData , TEXT("123"));
Where Prop is a FProperty on the derived Struct, and Struct is a UScriptStruct*. However, I am not sure how to accomplish this kind of FProperty access in Blueprints. The only solution I am coming up with is to somehow downcast the UScriptStruct* in BP, and then access the properties. But I am struggling to come up with the technique.