For future reference this is what I have done:
USTRUCT(BlueprintType)
struct FItemSlot {
GENERATED_BODY();
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Info)
int32 Quantity;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Info)
TSubclassOf<AItemBase> Item;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Info)
UTexture2D* Item_Image;
FItemSlot(){
if (Item->IsChildOf(AItemBase::StaticClass())) {
Item_Image = Cast<AItemBase>(Item)->Image;
}
}
};