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.