How to initialize a UTexture2D variable inside a struct

In my .h I’ve created a new UStruct

USTRUCT(BlueprintType)
struct FInventoryItem
{
	GENERATED_BODY()

	UPROPERTY(EditAnywhere, BlueprintReadWrite)
	UTexture2D* Thumbnail;
};

I am trying to initialize “Thumbnail” with an asset I have imported though the editor, however I can not get this to work. Using FObjectFinder doesn’t work because that has to be used inside of an initializer function and this particular struct is nested inside of another struct as an array.

So basically any time another array element inside the first struct is added, I’d like Thumbnail from FInventoryItem to default to the imported asset.