GameplayAttribute.h Missing???? GPT Battle

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

#pragma once

include “CoreMinimal.h”
include “AttributeSet.h”
include “AbilitySystemComponent.h”
//include “GameplayAttribute.h” // ? THIS IS MANDATORY
include “GameplayEffectTypes.h”
include “Net/UnrealNetwork.h”

include “GASAttributeSet.generated.h”

UCLASS()
class MYPROJECT_API UGASAttributeSet : public UAttributeSet
{
GENERATED_BODY()

public:
UGASAttributeSet();

virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;

// Health attribute
UPROPERTY(BlueprintReadOnly, Category = "Attributes", ReplicatedUsing = OnRep_Health)
FGameplayAttributeData Health;

UFUNCTION()
void OnRep_Health(const FGameplayAttributeData& OldHealth);
ATTRIBUTE_ACCESSORS(UGASAttributeSet, Health)

// Health attribute
UPROPERTY(BlueprintReadOnly, Category = "Attributes", ReplicatedUsing = OnRep_MaxHealth)
FGameplayAttributeData MaxHealth;

UFUNCTION()
void OnRep_MaxHealth(const FGameplayAttributeData& OldMaxHealth);
ATTRIBUTE_ACCESSORS(UGASAttributeSet, MaxHealth)

};