Error: USkeletalMeshComponent has no member "SetupAttachment"

I’m running through the C++ First person shooter tutorial (4.15) and I’m running into an error I don’t understand. It claims that the USkeletalMeshComponent class does not have a SetupAttachement member function, but I can clearly see that USkeletalMeshComponent derives from USceneComponent. It gives the same error even if I cast my USkeletalMeshComponent as a USceneComponent. Any idea why?

Here’s my header:

// Fill out your copyright notice in the Description page of Project Settings.

#pragma once

#include "CoreMinimal.h"
#include "GameFramework/Character.h"
#include "FPSCharacter.generated.h"


class UCameraComponent;
class USkeletalMeshComponent;

UCLASS()
class FPSPROJECT_API AFPSCharacter : public ACharacter
{
	GENERATED_BODY()

public:
	// Sets default values for this character's properties
	AFPSCharacter();

protected:
	// Called when the game starts or when spawned
	virtual void BeginPlay() override;

public:	
	// Called every frame
	virtual void Tick(float DeltaTime) override;

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

	// Handles input for moving forward and backward.
	UFUNCTION()	void MoveForward(float Value);

	//Handles input for moving right and left
	UFUNCTION()	void MoveRight(float Value);

	//Sets jump flag when key is pressed
	UFUNCTION()	void StartJump();

	//Clears jump flag when key is released
	UFUNCTION() void StopJump();
	
	//FPS camera
	UPROPERTY(VisibleAnywhere) UCameraComponent* FPSCameraComponent;
	
	//First-person mesh (arms), visible only to the owning player
	UPROPERTY(VisibleDefaultsOnly, Category = Mesh) USkeletalMeshComponent* FPSMesh;

};

And my implementation:

// Fill out your copyright notice in the Description page of Project Settings.

#include "FPSCharacter.h"
#include "Camera/CameraComponent.h"
#include "Components/SkeletalMeshComponent.h"

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

	//Create a first person camera component
	FPSCameraComponent = CreateDefaultSubobject<UCameraComponent> (TEXT("FirstPersonCamera"));
	//Attach the camera component to our capsule component
	
	FPSCameraComponent->SetupAttachment((USceneComponent*) GetCapsuleComponent());
	//Position the camera slightly above the eyes
	FPSCameraComponent->SetRelativeLocation(FVector(0, 0, 50.0f + BaseEyeHeight));
	//allow the pawn to control camera rotation
	FPSCameraComponent->bUsePawnControlRotation = true;

	//Createa a first person mesh component for the owning player
	FPSMesh = CreateDefaultSubobject<USkeletalMeshComponent>(TEXT("FirstPersonMesh"));
	//Only the owning player sees this mesh
	FPSMesh->SetOnlyOwnerSee(true);
	//Attach the FPS mesh to the FPS camera
	FPSMesh->SetupAttachement(FPSCameraComponent);
	//Disable some environmental shadowing to preserve the illusion of having a single mesh
	FPSMesh->bCastDynamicShadow = false;
	FPSMesh->CastShadow = false;

	//the owning player doesn't see the regular (third-person) body mesh
	GetMesh()->SetOwnerNoSee(true);
}

// Called when the game starts or when spawned
void AFPSCharacter::BeginPlay()
{
	Super::BeginPlay();
	//depracated
	/*
	if (GEngine) {
		// Put up a debug message for five seconds. The -1 "Key" value (first argument) indicates that we will never 
		// need to update or refresh this message.
		GEngine->AddOnScreenDebugMessage(-1, 5.0f, FColor::Red, TEXT("We are using FPSCharacter."));
	}*/
	
}

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

}

// Called to bind functionality to input
void AFPSCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
{
	Super::SetupPlayerInputComponent(PlayerInputComponent);

	//Set up "movement" bindings
	PlayerInputComponent->BindAxis("MoveForward", this, &AFPSCharacter::MoveForward);
	PlayerInputComponent->BindAxis("MoveRight", this, &AFPSCharacter::MoveRight);

	//Set player "look" bindings.
	PlayerInputComponent->BindAxis("Turn", this, &AFPSCharacter::AddControllerYawInput);
	PlayerInputComponent->BindAxis("LookUp", this, &AFPSCharacter::AddControllerPitchInput);

	//Set Player action bindings
	PlayerInputComponent->BindAction("Jump", IE_Pressed, this, &AFPSCharacter::StartJump);
	PlayerInputComponent->BindAction("Jump", IE_Released, this, &AFPSCharacter::StopJump);
}

void AFPSCharacter::MoveForward(float Value) {
	//Find out which was is "forward" and record that the player wants to move that way.
	FVector Direction = FRotationMatrix(Controller->GetControlRotation()).GetScaledAxis(EAxis::X);
	AddMovementInput(Direction, Value);
}

void AFPSCharacter::MoveRight(float Value) {
	//Find out which was is "right" and record that the player wants to move that way.
	FVector Direction = FRotationMatrix(Controller->GetControlRotation()).GetScaledAxis(EAxis::Y);
	AddMovementInput(Direction, Value);
}

void AFPSCharacter::StartJump() {
	bPressedJump = true;
}

void AFPSCharacter::StopJump() {
	bPressedJump = false;
}

All I have to do to get it to compile is comment out the FPSMesh->SetupAttachement(FPSCameraComponent); line.

Edit: Oops, posted the wrong line down here.

Thanks for your help!

I’m a dope that can’t spell… FPSMesh->SetupAttachment(FPSCameraComponent);