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Non-const references in C++ functions exposed to Blueprint are always treated as outputs by the parser in UnrealHeaderTool. You can see this in the (very involved) logic of FHeaderParser::GetVarType in Engine/Source/Programs/UnrealHeaderTool/Private/HeaderParser.cpp. This is called by ParseParameterList during parsing a functions parameter list. If you ...


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You can try like this. Define Struct: USTRUCT(BlueprintType) struct MYRROJ_API FMyStruct { GENERATED_USTRUCT_BODY() UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Test") int32 Test; FMyStruct() { } }; Usage: UPROPERTY(EditDefaultsOnly, BlueprintReadOnly) FMyStruct Test;


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