Can't load project on android after adding C++ code

I had a blueprint only project, were i was able to launch it on my android device. After I added some C++ classes into my blueprint only project, I am not able to launch project on android anymore.

Here is the log, can you help me?

LogPlayLevel: Launcher Device ID: Android_ATC@8cdac85a
LogPlayLevel: PlayLevel: No blueprints needed recompiling
LogStats:Warning: MetaData mismatch. Did you assign a stat to two groups? New //STATGROUP_Threads//FLauncherTask///Thread_2bf0_0///####STATCAT_Advanced#### old //STATGROUP_Threads//FLauncherTask///Thread_314c_0///####STATCAT_Advanced####
LogStats:Warning: MetaData mismatch. Did you assign a stat to two groups? New //STATGROUP_Threads//LauncherWorker///Thread_2f1c_0///####STATCAT_Advanced#### old //STATGROUP_Threads//LauncherWorker///Thread_f7c_0///####STATCAT_Advanced####
LogBlueprintCodeGen: GenerateStubs - all unconverted bp: 0, generated wrapers: 0
LogChunkManifestGenerator: Updated collection PackagesRemovedFromChunk0
LogChunkManifestGenerator: Chunk: 0, Started with 846 packages, Final after dependency resolve: 846
LogChunkManifestGenerator:Display: Saving asset registry.
LogChunkManifestGenerator:Display: Generated asset registry num assets 727, size is 1580.32kb
LogChunkManifestGenerator:Display: Done saving asset registry.
LogCook:Display: Cook by the book total time in tick 0.000030s total time 2.823776
LogStats:Warning: MetaData mismatch. Did you assign a stat to two groups? New //STATGROUP_Threads//FLauncherTask///Thread_1dbc_0///####STATCAT_Advanced#### old //STATGROUP_Threads//FLauncherTask///Thread_314c_0///####STATCAT_Advanced####
LogPlayLevel: Completed Launch On Stage: Cooking in the editor, Time: 0.000036
LogStats:Warning: MetaData mismatch. Did you assign a stat to two groups? New //STATGROUP_Threads//FLauncherTask///Thread_30b4_0///####STATCAT_Advanced#### old //STATGROUP_Threads//FLauncherTask///Thread_314c_0///####STATCAT_Advanced####
LogPlayLevel: Running AutomationTool...
LogPlayLevel: Automation.ParseCommandLine: Parsing command line: -ScriptsForProject=C:/Users/D/Documents/Unreal Projects/Android/Android.uproject BuildCookRun -project=C:/Users/D/Documents/Unreal Projects/Android/Android.uproject -noP4 -clientconfig=Development -serverconfig=Development -nocompile -nocompileeditor -installed -ue4exe=UE4Editor-Cmd.exe -utf8ou
tput -platform=Android_ATC -targetplatform=Android -cookflavor=ATC -map=/Game/ThirdPersonBP/Maps/BigMap_1 -skipcook -iterativecooking -compressed -iterativedeploy -stage -deploy -cmdline=/Game/ThirdPersonBP/Maps/BigMap_1 -Messaging -device=Android_ATC@8cdac85a -addcmdline=-SessionId=522562C246DB44BC42D266A107A5738B -SessionOwner='D' -SessionName='Launch On D
evice'  -run
LogPlayLevel: Automation.Process: Setting up command environment.
LogPlayLevel: BuildCookRun.SetupParams: Setting up ProjectParams for C:\Users\D\Documents\Unreal Projects\Android\Android.uproject
LogPlayLevel: Project.CopyBuildToStagingDirectory: ********** STAGE COMMAND STARTED **********
LogPlayLevel: Program.Main: ERROR: AutomationTool terminated with exception: AutomationTool.AutomationException: Stage Failed. Missing receipt 'Android.target'. Check that this target has been built.
LogPlayLevel:    at Project.CreateDeploymentContext(ProjectParams Params, Boolean InDedicatedServer, Boolean DoCleanStage)
LogPlayLevel:    at Project.CopyBuildToStagingDirectory(ProjectParams Params)
LogPlayLevel:    at BuildCookRun.DoBuildCookRun(ProjectParams Params)
LogPlayLevel:    at AutomationTool.BuildCommand.Execute()
LogPlayLevel:    at AutomationTool.Automation.Execute(List`1 CommandsToExecute, CaselessDictionary`1 Commands)
LogPlayLevel:    at AutomationTool.Automation.Process(String[] CommandLine)
LogPlayLevel:    at AutomationTool.Program.MainProc(Object Param)
LogPlayLevel:    at AutomationTool.InternalUtils.RunSingleInstance(Func`2 Main, Object Param)
LogPlayLevel:    at AutomationTool.Program.Main()
LogPlayLevel: Program.Main: AutomationTool exiting with ExitCode=103 (Error_MissingExecutable)
LogPlayLevel: Domain_ProcessExit
LogPlayLevel: copying UAT log files...
LogPlayLevel: Completed Launch On Stage: Build Task, Time: 1.505082
LogStats:Warning: MetaData mismatch. Did you assign a stat to two groups? New //STATGROUP_Threads//FLauncherTask///Thread_a8_0///####STATCAT_Advanced#### old //STATGROUP_Threads//FLauncherTask///Thread_314c_0///####STATCAT_Advanced####
LogPlayLevel: Completed Launch On Stage: Deploy Task, Time: 0.000056
LogPlayLevel: BUILD FAILED
PackagingResults:Error: Error Launch failed! Missing UE4Game binary.
You may have to build the UE4 project with your IDE. Alternatively, build using UnrealBuildTool with the commandline:
UE4Game <Platform> <Configuration>

and when I hit compile button in UE editor, i get an error

Info ERROR: Couldn’t find target
rules file for target ‘-canskiplink’
in rules assembly ‘UE4Rules,
Version=0.0.0.0, Culture=neutral,
PublicKeyToken=null’.

But i am able to compile evertything in VS with no errors. What is wrong here?