I ran into this problem too.
For me, the solution was to create my own struct in C++. This of course takes a little bit of learning to get started, but it’s quite basic. You can then just use these in your Blueprints, as if you created it through the editor. It won’t be located in your Content Drawer though.
Here’s what my .h file looks like:
#pragma once
#include "CoreMinimal.h"
#include "Engine/DataAsset.h"
#include "SequenceLevelStruct.generated.h"
USTRUCT(BlueprintType)
struct FSequenceLevelStruct
{
GENERATED_USTRUCT_BODY()
UPROPERTY(EditAnywhere, BlueprintReadWrite)
TSoftObjectPtr<UWorld> Level;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
bool otherVariableOne;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
bool otherVariableTwo;
};