Problem with structs that show up in blueprints

This is my entire header:

#pragma once

USTRUCT(BlueprintType)
struct FStructWithStuff
{
	GENERATED_USTRUCT_BODY(); //ERROR: this declaration has no storage class or type specifier	

	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "stuff") //ERROR: expected ;
	int team;

	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "stuff") //ERROR: expected ;
    int otherInt;

	FStructWithStuff() {}
};

It always generates an error: this declaration has no storage class or type specifier . I’ve seen other people online with this very same problem, but no real solutions. Some people said all they had to do was clean, then build their solution. That doesn’t work for me. What am I doing wrong?

I systematically removed one by one each of the USTRUCT(), GENERATED_USTRUCT_BODY(), and UPROPERTY()'s, and the only way it builds properly is when every single one of them is gone, making it just a normal struct with no unreal stuff involved at all.

Try including the generated header:

#pragma once

#include "HeaderName.generated.h"

Also I believe you should be using ‘int32’ rather than ‘int’ for your variables.