You need to create constructors for the struct as if it was a class and you can fix this.
struct FCharacterAttributes : public FTableRowBase {
GENERATED_BODY()
// inserted lines
public:
FCharacterAttributes( ) { Hair = nullptr; Speed = 0; }
// end of inserted lines
UPROPERTY(EditAnywhere, BlueprintReadWrite, SaveGame)
USkeletalMesh* Hair;
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly)
int32 Speed;
}
Note that you can also have more than one constructor.