Compile error when adding shading model : does not support int

Hello, I’m trying to add new shading model - and following instructions here: https://medium.com/@lordned/ue4-rendering-part-6-adding-a-new-shading-model-e2972b40d72d

But first section - modifying EngineTypes.h is keep causing compile error.
I have only added MSM_Landscape code part…

enum EMaterialShadingModel
{
	MSM_Unlit					UMETA(DisplayName="Unlit"),
	MSM_DefaultLit				UMETA(DisplayName="Default Lit"),
	MSM_Subsurface				UMETA(DisplayName="Subsurface"),
	MSM_PreintegratedSkin		UMETA(DisplayName="Preintegrated Skin"),
	MSM_ClearCoat				UMETA(DisplayName="Clear Coat"),
	MSM_SubsurfaceProfile		UMETA(DisplayName="Subsurface Profile"),
	MSM_TwoSidedFoliage			UMETA(DisplayName="Two Sided Foliage"),
	MSM_Hair					UMETA(DisplayName="Hair"),
	MSM_Cloth					UMETA(DisplayName="Cloth"),
	MSM_Eye						UMETA(DisplayName="Eye"),
	MSM_SingleLayerWater		UMETA(DisplayName="SingleLayerWater"),
	MSM_ThinTranslucent			UMETA(DisplayName="Thin Translucent"),
	MSM_Strata					UMETA(DisplayName="Strata", Hidden),
    MSM_Landscape	            UMETA(DisplayName = "Default Lit Landscape"),

	/** Number of unique shading models. */
	MSM_NUM						UMETA(Hidden),
	/** Shading model will be determined by the Material Expression Graph,
		by utilizing the 'Shading Model' MaterialAttribute output pin. */
	MSM_FromMaterialExpression	UMETA(DisplayName="From Material Expression"),
	MSM_MAX
};


Log keep showing me “[C4430] missing type specifier - int assumed. Note: C++ does not support default-int” ERROR.
Any help would be thankful :disappointed_relieved:

You need build Engine Source Code rather than Project code.

I had the same issue, and it seems generated_body will fail if it changes line where it is called (it doesn’t make any sense to me, but I’m super new to UE). I could make it work by adding the new shading model on the same line as another one (to keep the number of lines of code the same).