Error Failed import for *Component


Error Failed import for HealthComponent /Game/FirstPerson/Blueprints/FirstPersonCharacter.Default__FirstPersonCharacter_C:HealthComp

I get this every time I add my HealthComp.


#pragma once

#include "Components/ActorComponent.h"
#include "HealthComponent.generated.h"


UCLASS( ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) )
class SHOOTER_API UHealthComponent : public UActorComponent
{
	GENERATED_BODY()


public:	
	// Sets default values for this component's properties
	UHealthComponent();

	UPROPERTY(Replicated, VisibleAnywhere)
	float Health;
	virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
	void SetHealth(float NewHealth);

	// Called when the game starts
	virtual void InitializeComponent() override;

	// Called every frame
	virtual void TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;
};
// Fill out your copyright notice in the Description page of Project Settings.

#include "Shooter.h"
#include "Net/UnrealNetwork.h"
#include "HealthComponent.h"
#include "UnrealMathUtility.h"


// Sets default values for this component's properties
UHealthComponent::UHealthComponent()
{
	// Set this component to be initialized when the game starts, and to be ticked every frame.  You can turn these features
	// off to improve performance if you don't need them.
	bWantsInitializeComponent = true;
	PrimaryComponentTick.bCanEverTick = true;

	// ...
}


// Called when the game starts
void UHealthComponent::InitializeComponent()
{
	Super::InitializeComponent();

	// ...
	
}


// Called every frame
void UHealthComponent::TickComponent( float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction )
{
	Super::TickComponent( DeltaTime, TickType, ThisTickFunction );
}

void UHealthComponent::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const
{
	Super::GetLifetimeReplicatedProps(OutLifetimeProps);
	DOREPLIFETIME(UHealthComponent,Health);
}

void UHealthComponent::SetHealth(float NewHealth)
{
	Health = FMath::Max<float>(NewHealth,0);
}



	UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category=Health)
	class UHealthComponent* HealthComponent;

...

AShooterCharacter::AShooterCharacter(const FObjectInitializer& ObjectInitializer)
	: Super(ObjectInitializer)
{
...
	HealthComponent = CreateDefaultSubobject<UHealthComponent>(TEXT("HealthComp"));
	HealthComponent->SetHealth(100);
}

Everything seems to work so far though. Does anyone know why this happens and how I can fix this?