Is there an equivalent of an Actors OnConstruction for structs?

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;
 }

My struct is being used in an actor like this. And is being modified on the instance in the engine.

MyGameActor.h

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