Can't compile on ue and have : was modified or is new

.h

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

#pragma once

#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "BCRouge.generated.h"

class UProjectileMovementComponent;

UCLASS()
class YOURGAME_API ABCRouge : public AActor
{
	GENERATED_BODY()
	
public:	
	// Sets default values for this actors properties
	ABCRouge();

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

public:	
	// Called every frame
	virtual void Tick(float DeltaTime) override;

	UPROPERTY(BlueprintReadWrite,EditAnywhere)
	TObjectPtr<UProjectileMovementComponent> BCRougeMovement;

	UPROPERTY(BlueprintReadWrite, EditAnywhere)
	TObjectPtr<USkeletalMeshComponent> BCRougeMeshPhys;


	UPROPERTY(BlueprintReadWrite, EditAnywhere)
	TObjectPtr<UStaticMeshComponent> BCRougeMesh;

	UPROPERTY(BlueprintReadWrite, EditAnywhere)
	UPhysicalMaterial* PhysMat;
	



};

cpp

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


#include "BCRouge.h"
#include "GameFramework/ProjectileMovementComponent.h"
#include "Kismet/GameplayStatics.h"
#include "MyGameInstance.h"

// Sets default values


ABCRouge::ABCRouge()
{


    PrimaryActorTick.bCanEverTick = true;
    BCRougeMeshPhys = CreateDefaultSubobject <USkeletalMeshComponent>(TEXT("Skeletal Mesh Comp Phys"));
    BCRougeMesh = CreateDefaultSubobject <UStaticMeshComponent>(TEXT("Static Mesh Comp"));

    UStaticMesh* SphereMesh = ConstructorHelpers::FObjectFinder <UStaticMesh>(TEXT("StaticMesh'/Engine/BasicShapes/Sphere.Sphere'")).Object;
    BCRougeMesh->SetStaticMesh(SphereMesh);
    BCRougeMesh->SetSimulatePhysics(true);
    BCRougeMesh->SetEnableGravity(false);

    if (PhysMat != nullptr) {
        BCRougeMeshPhys->SetPhysMaterialOverride(PhysMat);
        BCRougeMesh->SetPhysMaterialOverride(PhysMat);
        PhysMat->Friction = 0;
    }

    BCRougeMovement = CreateDefaultSubobject <UProjectileMovementComponent>(TEXT("ProjectileMovementComp"));
    BCRougeMovement->InitialSpeed = 800;
    BCRougeMovement->MaxSpeed = 8500;
    BCRougeMovement->Bounciness = 1;
    BCRougeMovement->Friction = 0;
    BCRougeMovement->Velocity = (FVector(0.f, -1.f, 0.f));
    //RootComponent = BCRougeMovement;

    RootComponent = BCRougeMesh;
}

// Called when the game starts or when spawned<br>
void ABCRouge::BeginPlay() 
{
Super::BeginPlay();
//ConstructorHelpers::FObjectFinder&lt;UStaticMeshComponent&gt;MeshRef(TEXT("Game/ThirdPerson/Meshes/CubeMesh.CubeMesh"));
//BCRougeMesh-&gt;SetStaticMesh(MeshRef);

//ConstructorHelpers::FObjectFinder&lt;UStaticMesh&gt;MeshAsset(TEXT("StaticMesh'/Game/CubeMesh.CubeMesh"));
//UStaticMesh* Asset = MeshAsset.Object;

//BCRougeMesh-&gt;SetStaticMesh(Asset);

}

// Called every frame<br>
void ABCRouge::Tick(float DeltaTime) 
{
Super::Tick(DeltaTime);
UMyGameInstance * MyGameInstance = Cast < UMyGameInstance>(UGameplayStatics::GetGameInstance(GetWorld()));
if (MyGameInstance)
{
    //MyGameInstance->PointBalle2++;
}

}

Not sure why you are setting the friction via c++. The material should probably dictate this value inside the physics material

Not getting any errors after adding the nullptr check