enum

1, define

UENUM()
enum Status
{
  Stopped     UMETA(DisplayName = "Stopped"),
  Moving      UMETA(DisplayName = "Moving"),
  Attacking   UMETA(DisplayName = "Attacking"),
};

2, using

UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Status)
TEnumAsByte<Status> status;
struct

1, define

USTRUCT(BlueprintType)
struct TESTPROJ_API FMyStruct
{
    GENERATED_USTRUCT_BODY()

    UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Test")
        int32 Test;

    FMyStruct()
    {

    }
};

2, using

UPROPERTY(EditDefaultsOnly, BlueprintReadOnly)
    FMyStruct Test;