I have a struct called FMyGameSomeStruct that becomes a member of an Actor

I couldn’t delete or edit this post. here’s the good one. Sorry.

I couldn’t delete or edit this post. here’s the good one. Sorry.

I have a struct called FMyGameSomeStruct that becomes a member of an Actor.

e.i.

UCLASS()
class MYGAME_API AMyGameActor: public AActor
{
	GENERATED_BODY()
protected:
	/** Struct that can be modified on instance from engine. */
	UPROPERTY(EditInstanceOnly, BlueprintReadonly)
	FMyGameSomeStruct SomeStruct;
}

Is there an equivalent of an Actors OnConstruction() method for structs that can be use for a structs calculated properties? This way when the property is modified within the engine, it reconstructs the struct and recalculates these properties?

e.i.
if I have a struct defined like this:

MyGameSomeStruct.h

// This a property of an actor
USTRUCT(Blueprintable)
struct MYGAME_API FMyGameSomeStruct
{
	GENERATED_USTRUCT_BODY()

    /** Set from editor from an actor that instantiates this.*/
	UPROPERTY(EditInstanceOnly)
	int SomeNumber;

    /** Calculated propery.  Should be recalculated when SomeNumber is changed. */
    UPROPERTY(BlueprintReadonly)
	int SomeNumberTimesTen;

    FMyGameSomeStruct();
}

MyGameSomeStruct.cpp

FTTWeatherActorSettings::FTTWeatherActorSettings():
	SomeNumber(0),
	SomeNumberTimesTen(0)
{
    // This should be recalculated when `SomeNumber` is modified from the engine.
    SomeNumberTimesTen = SomeNumber * 10;
}

// Is there something like this but for structs?
void FTTWeatherActorSettings::OnConstruction()
{
    SomeNumberTimesTen = SomeNumber * 10;
}