Unreal Engine 4.17 Preview

The tightening up of C++ specifier usage by UHT is great in general, but I feel like the following is an oversight:

I have lots of cases where I define base USTRUCTs with various common properties that should be exposed, but the base struct itself is never meant to be instantiated, it’s inherited by other USTRUCTs which are marked BlueprintType. Unless I’m missing something, this change means all such base structs have to be made available in Blueprint, cluttering up dropdowns and context menus with types that should never be used.