I made a very simple struct as a proof of concept, and blueprint can see and create instances of that struct, but I can’t actually access the contents- even with context turned off, dragging a node from a FInventorySlot reference won’t allow me to access the AItemBase* pointer inside. Did I mess my macros up here?
USTRUCT(BlueprintType)
struct FInventorySlot{
GENERATED_USTRUCT_BODY()
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Inventory")
AItemBase* myItem;
};