UStruct Constructor

Ok, got it. I had to add an ‘F’ prefix and put the struct into one of the headers generated by the editor so it looks kinda like that:

   #include "Kismet/BlueprintFunctionLibrary.h"
    #include "GameGlobals.generated.h"
    
    USTRUCT(BlueprintType)
    struct FWeapon {
    GENERATED_USTRUCT_BODY()
    	FWeapon(FString n = "", int32 d = 0) : name(n), damage(d) {}
    
    	UPROPERTY(BlueprintReadWrite, Category = Vars)
    		FString name;
    	UPROPERTY(BlueprintReadWrite, Category = Vars)
    		int32 damage;
    };

It seems to be working.