Error on USTRUCT's GENERATED_BODY

Hi,
Sorry if this question was resolved because I read many similars posts but I still can’t resolve my issue (I’m new to Unreal Engine 4).

When I’m declaring my UStruct in the header file of a custom class, the compilation failed on the line GENERATED_BODY() of the UStruct (even with the ~.generated.h file inclued) with the message : “the declaration has no storage class or type specifier”.

When I remove the Ustruct declaration, the compilation works.
Here is my code :

// Fill out your copyright notice in the Description page of Project Settings.

#pragma once

#include "GameFramework/Actor.h"
#include "Room.generated.h"

USTRUCT(BlueprintType)
struct MyStruct {
	GENERATED_BODY() // Here is the error

	UPROPERTY()
	float structVar;
};

UCLASS(Blueprintable, Abstract)
class HACK_N_SLASH_C_API ARoom : public AActor
{
	GENERATED_BODY()

public:	
	// Sets default values for this actor's properties
	ARoom();

	UPROPERTY(EditAnywhere, BlueprintReadWrite)
	float testVar;

	// Called when the game starts or when spawned
	virtual void BeginPlay() override;

	// Called every frame
	virtual void Tick( float DeltaSeconds ) override;
};

I work with Unreal Engine 4.12 and Visual Studio 2015. Nothing changes with many cleans and builds.

How can I declare my Ustruct ?

You need to name your struct like FMyStruct instead of MyStruct. Structs (or classes which are not subclasses of UObject) in UE4 code style are always prefixed with F. The UE4 header tool treats incorrect naming in your code style as a compilation error.

Thanks ! Visual Studio still indicates an error but the build succeed … I feel dumb for missing it