FDamageEvent cannot convert to incomplete class | TakeDamage c++

I have also found such a way here: UGameplayStatics::ApplyDamage(MyActor, Damage, GetOwner()->GetInstigatorController(), this, UDamageType::StaticClass()); but nothing happens to me. Perhaps I should describe in a separate TakeDamage function what should be happening. I have a health component, where there is a variable HP, which changes if any damage is done to the character (of course, if the component is attached). I have now tried different ways. Using blueprint, I output any damage at AnyDamage. It turns out I’m just not doing any damage to the character. I don’t understand what I’m doing wrong.