C++ StateTree Custom Class causing Build Failures maybe Missing Includes?

I am trying to add StateTrees into my project via C++. I have added in the PublicDependencyModuleNames.AddRange(new string[] {"StateTreeModule"} into my build.cs.

When I generate a new class from the editor derived from class UStateTreeTaskBlueprintBase as seen here:

UCLASS()
class SI_PROTOTYPE_API USI_StateTree_TaskBase : public UStateTreeTaskBlueprintBase
{
	GENERATED_BODY()

public:
	virtual void ExitState(FStateTreeExecutionContext& Context, const FStateTreeTransitionResult& Transition);

};

It gives me this error:

  Building 3 actions with 3 processes...
  [1/3] Compile [x64] SI_StateTree_TaskBase.cpp
  E:\Unreal Engine\UE_5.2\Engine\Plugins\Runtime\StateTree\Source\StateTreeModule\Public\StateTree.h(80): error C4430: missing type specifier - int assumed. Note: C++ does not support default-int

The line shown in the error is the UnrealEngine based class and line: 80 is GENERATED_BODY()

I feel like I a missing and include or a dependency but I have not been able to uncover which one I am missing. Has anyone else seen this issue or ran into a similar problem?

here are the build.cs includes I think I needed to add for this to work
“StateTreeModule”, “GameplayStateTreeModule”