Error creating subclass on actor

Oh, I found what you mean. It included EngineMinimal.h already, I altered it to also include Engine.h with no results… it is so weird to me that ObjectInitializer is reading undefined, just to confirm, this is correct, right?

CodeProjectCharacter.h:

class ACodeProjectCharacter : public ACharacter
{
	GENERATED_BODY()

		
	/** Camera boom positioning the camera behind the character */
	UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true"))
	class USpringArmComponent* CameraBoom;

	/** Follow camera */
	UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true"))
	class UCameraComponent* FollowCamera;
public:
	ACodeProjectCharacter();
	ACodeProjectCharacter(const FObjectInitializer& ObjectInitializer);

CodeProjectCharacter.cpp:

	ACodeProjectCharacter::ACodeProjectCharacter()
{
	// Set size for collision capsule
	GetCapsuleComponent()->InitCapsuleSize(42.f, 96.0f);

	EventPublisher = ObjectInitializer.CreateDefaultSubobject<UEventPublisher>(this, TEXT("EventObj"));