SaveGame blueprint OOP constructor equivalent event

Normally in an OOP language (which is used in UE as well) you have a constructor (without parameters) in which you can give default values to each variable using simple attribution or maybe based on some functions. Is there an equivalent for this using blueprints, so that when you call “Create Save Game Object” each variable from that object will get a default value from the equivalent event like a constructor. I know you can give default values from the blueprint of the SaveGame object, but I need to give more complex values then say to a integer simple value of 1, but a value that is calculated using a logic based on other factors.

As far as I know, no, there isn’t. But you can put code in the save game itself, why not use that to do the initialization?

I already had an alternative is not truly a problem, but if I had something similar it would have been easier to review the code later on maybe for optimization, and having all that in one place it would have been better organized as well.

I ended up using a function (with SaveGame blueprint as input, named “UserSettings”) created in “UserSettings” blueprint (that way the function is in the same place with the variables for a better organization) and after checking for the existence of the save file, in false branch I just call it after creating a new object.

So just don’t forget to call the function if anyone is doing some similar.