Noob question, why my class does not compile when I add a structure?

Trying to learn c++ but I am stuck trying to add a structure in a blueprint library.
Here is the header file:


#pragma once
#include "Kismet/BlueprintFunctionLibrary.h"
#include "MyBlueprintFunctionLibrary.generated.h"
USTRUCT(BlueprintType)
struct FMultipleVarOut
{
	GENERATED_USTRUCT_BODY()

		UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "My Struct")
		bool bBoolOut;
	//Constructor
	FMultipleVarOut()
	{
		bBoolOut = true;
	}
	//Set
	void SetBoolOut(const bool NewValue)
	{
		bBoolOut = NewValue;
	}
	bool GetBoolOutProperty()
	{
		return bBoolOut;
	}
};
UCLASS()
class C_TUTORIAL_API UMyBlueprintFunctionLibrary :  UBlueprintFunctionLibrary
{
	GENERATED_BODY()

		UFUNCTION(BlueprintCallable, Category = MyCategory)
		static bool test(bool yo);
	
};

The compiler errors:



Severity	Code	Description	Project	File	Line	Suppression State
Error	MSB3073	The command ""C:\Program Files\Epic Games\4.10\Engine\Build\BatchFiles\Build.bat" c_tutorialEditor Win64 DebugGame "D:\uE4\c_tutorial\c_tutorial.uproject" -rocket -waitmutex" exited with code -1.	c_tutorial	C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\V140\Microsoft.MakeFile.Targets	37	
Error (active)		this declaration has no storage class or type specifier	c_tutorial	d:\uE4\c_tutorial\Source\c_tutorial\MyBlueprintFunctionLibrary.h	9	
Error (active)		expected a ';'	c_tutorial	d:\uE4\c_tutorial\Source\c_tutorial\MyBlueprintFunctionLibrary.h	12	
Error (active)		identifier "bBoolOut" is undefined	c_tutorial	d:\uE4\c_tutorial\Source\c_tutorial\MyBlueprintFunctionLibrary.h	16	
Error (active)		identifier "bBoolOut" is undefined	c_tutorial	d:\uE4\c_tutorial\Source\c_tutorial\MyBlueprintFunctionLibrary.h	21	
Error (active)		identifier "bBoolOut" is undefined	c_tutorial	d:\uE4\c_tutorial\Source\c_tutorial\MyBlueprintFunctionLibrary.h	25	
Error	code	OtherCompilationError (5)	c_tutorial	D:\uE4\c_tutorial\Intermediate\ProjectFiles\Error	1	



Did you try it in it’s own .h and .cpp files and not share with another class?

Just tried the same struct inside an actor and it works. It just does not work inside the blueprint function library, strange