Failed to compile my PathFollowingComponent

I have a custom path following component

#pragma once

#include "CoreMinimal.h"

#include "Navigation/PathFollowingComponent.h"

#include "MyPathFollowingComponent.generated.h"

UCLASS(Blueprintable, BlueprintType)
class FREEWORLD_API UMyPathFollowingComponent : public UPathFollowingComponent {
  GENERATED_UCLASS_BODY()

protected:
  virtual bool HasReachedDestination(const FVector& CurrentLocation) const;
}
#include "MyPathFollowingComponent.h"

bool UMyPathFollowingComponent::HasReachedDestination(const FVector& CurrentLocation) const {
	// get cylinder at goal location
	FVector GoalLocation = *Path->GetPathPointLocation(Path->GetPathPoints().Num() - 1);
        return true;
}

Try to compile the code, get error

unresolved external symbol  "__declspec(dllimport) public: struct FBasedPosition __cdecl FNavigationPath::GetPathPointLocation(unsigned int)const " (__imp_?GetPathPointLocation@FNavigationPath@@QEBA?AUFBasedPosition@@I@Z) function  "protected: virtual bool __cdecl UMyPathFollowingComponent::HasReachedDestination(struct FVector const &)const " (?HasReachedDestination@UMyPathFollowingComponent@@MEBA_NAEBUFVector@@@Z) 

Why I get this error? I just copy the source code…

The UE source code

Compile Path->GetPathPoints() is ok, but Path->GetPathPointLocation(Path->GetPathPoints().Num() - 1) got error.

And my build.cs modules

PublicDependencyModuleNames.AddRange(new string[] {
		 	"Core", "CoreUObject", "Engine", "InputCore",
			"GameplayTags", "ApplicationCore",
			"UMG", "Slate", "SlateCore", "AIModule"
		});

I’m stupid, according to the document FNavigationPath | Unreal Engine Documentation

I need to add NavigationSystem module to build.cs…