USTRUCT(BlueprintType)
struct FMyStruct
{
GENERATED_BODY()
public:
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "MyStruct")
int32 ID;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "MyStruct")
FText Name;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "MyStruct")
int32 Quantity;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "MyStruct")
float Weight;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "MyStruct")
bool Public;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "MyStruct")
UTexture2D* Icon;
FMyStruct()
{
ID = -1;
Quantity = 0;
Weight = 0.f;
Public = false;
Icon = nullptr;
}
};
By text, I’m assuming you mean FText?
Name FMyStruct to whatever you want, but keep the leading F.
Modify the UProperties based on how you want to access the struct.
Category can be anything you want.