Hello SiberianExpress,
When it comes to doing a constructor for a struct, you can do it just like you would for a normal class. All you need to add is:
USTRUCT(immutable, noexport, BlueprintType)
struct FIntVector2D
{
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "IntVector2D", SaveGame)
int32 X;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "IntVector2D", SaveGame)
int32 Y;
FIntVector2D();
FIntVector2D(int32 NewX, int32 NewY)
{
X = NewX;
Y = NewY;
}
};
Edit: I changed it a bit after noticing that you want to have a constructor that takes values, not one with predefined values. You just need to also make the default constructor or the compiler won’t like it.
Hope this helps!