First you define your USTRUCT, above your class definition (or in a static library)
USTRUCT()
struct FSixenseControllerData
{
GENERATED_USTRUCT_BODY()
UPROPERTY()
float pos[3];
UPROPERTY()
float rot_mat[3][3];
UPROPERTY()
float joystick_x;
UPROPERTY()
float joystick_y;
UPROPERTY()
float trigger;
UPROPERTY()
unsigned int buttons;
UPROPERTY()
unsigned char sequence_number;
UPROPERTY()
float rot_quat[4];
UPROPERTY()
unsigned short firmware_revision;
UPROPERTY()
unsigned short hardware_revision;
UPROPERTY()
unsigned short packet_type;
UPROPERTY()
unsigned short magnetic_frequency;
UPROPERTY()
int enabled;
UPROPERTY()
int controller_index;
UPROPERTY()
unsigned char is_docked;
UPROPERTY()
unsigned char which_hand;
UPROPERTY()
unsigned char hemi_tracking_enabled;
//You must include constructor
FSixenseControllerData()
{
//your default values
}
};
Now it is an official variable type that you declare inside your class
UPROPERTY()
FSixenseControllerData MySixthSense;
F
all struct types must start with F
USTRUCT() tutorial
Here is my USTRUCT() tutorial!