Compile errors while following C++ tutorials

https://docs.unrealengine.com/latest/INT/Programming/Tutorials/PlayerInput/1/index.html

I’m following this tutorial here trying to understand why my input isn’t being recognized and I’m getting \MyPawn.cpp(22) : error C2039: 'SetupAttachment': is not a member of 'UCameraComponent' and \MyPawn.cpp(25) : error C2039: 'SetupAttachment': is not a member of 'USceneComponent' errors when following the tutorial. Am I doing something wrong or is this because I’m following a 4.9 tutorial in 4.11? I’m following the syntax of the code in the tutorial verbatim.

// MyPawn.h
#pragma once

#include "GameFramework/Pawn.h"
#include "MyPawn.generated.h"

UCLASS()
class INPUTTEST_API AMyPawn : public APawn{
	GENERATED_BODY()

public:
	UPROPERTY(EditAnywhere)
	USceneComponent* OurVisibleComponent;

public:
	// Sets default values for this pawn's properties
	AMyPawn();

	// Called when the game starts or when spawned
	virtual void BeginPlay() override;
	
	// Called every frame
	virtual void Tick( float DeltaSeconds ) override;

	// Called to bind functionality to input
	virtual void SetupPlayerInputComponent(class UInputComponent* InputComponent) override;
};

// MyPawn.cpp
#include "InputTest.h"
#include "MyPawn.h"


// Sets default values
AMyPawn::AMyPawn(){
 	// Set this pawn to call Tick() every frame.  You can turn this off to improve performance if you don't need it.
	PrimaryActorTick.bCanEverTick = true;

	// Set this pawn to be controlled by the lowest-numbered player
	AutoPossessPlayer = EAutoReceiveInput::Player0;

	// Create a dummy root component we can attach things to.
	RootComponent = CreateDefaultSubobject<USceneComponent>(TEXT("RootComponent"));
	// Create a camera and a visible object
	UCameraComponent* OurCamera = CreateDefaultSubobject<UCameraComponent>(TEXT("OurCamera"));
	OurVisibleComponent = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("OurVisibleComponent"));
	// Attach our camera and visible object to our root component. Offset and rotate the camera.
	OurCamera->SetupAttachment(RootComponent);
	OurCamera->SetRelativeLocation(FVector(-250.0f, 0.0f, 250.0f));
	OurCamera->SetRelativeRotation(FRotator(-45.0f, 0.0f, 0.0f));
	OurVisibleComponent->SetupAttachment(RootComponent);

}

// Called when the game starts or when spawned
void AMyPawn::BeginPlay(){
	Super::BeginPlay();
	
}

// Called every frame
void AMyPawn::Tick( float DeltaTime ){
	Super::Tick( DeltaTime );

}

// Called to bind functionality to input
void AMyPawn::SetupPlayerInputComponent(class UInputComponent* InputComponent){
	Super::SetupPlayerInputComponent(InputComponent);

}

According to Unreal Engine 4.12 Released! - Unreal Engine, SetupAttachment was introduced in 4.12. Guess someone updated the code in the tutorial but not the tag?