[Help]Trying to add a custom header file breaks the project

Hi! I’ve followed a tutorial about linking static libraries
But whenever I try to add a custom header file on a test actor, with the library class functions, this happens:



 2>C:\Program Files (x86)\Epic Games\4.11\Engine\Source\Runtime\SlateCore\Public\Fonts\FontCache.h(232): error C2059: syntax error: 'constant'
 2>C:\Program Files (x86)\Epic Games\4.11\Engine\Source\Runtime\SlateCore\Public\Fonts\FontCache.h(232): error C2238: unexpected token(s) preceding ';'
 2>C:\Program Files (x86)\Epic Games\4.11\Engine\Source\Runtime\SlateCore\Public\Fonts\FontCache.h(227): error C2059: syntax error: 'constant'
 2>C:\Program Files (x86)\Epic Games\4.11\Engine\Source\Runtime\SlateCore\Public\Fonts\FontCache.h(397): error C2059: syntax error: 'constant'
 2>C:\Program Files (x86)\Epic Games\4.11\Engine\Source\Runtime\SlateCore\Public\Fonts\FontCache.h(401): error C2039: 'InSourceTextIndex': is not a member of 'FShapedGlyphSequence::FSourceTextRange'
 2>  C:\Program Files (x86)\Epic Games\4.11\Engine\Source\Runtime\SlateCore\Public\Fonts\FontCache.h(224): note: see declaration of 'FShapedGlyphSequence::FSourceTextRange'
 2>C:\Program Files (x86)\Epic Games\4.11\Engine\Source\Runtime\SlateCore\Public\Fonts\FontCache.h(402): error C4430: missing type specifier - int assumed. Note: C++ does not support default-int
 2>C:\Program Files (x86)\Epic Games\4.11\Engine\Source\Runtime\SlateCore\Public\Fonts\FontCache.h(402): error C2039: 'int32': is not a member of 'FShapedGlyphSequence::FSourceTextRange'
 2>  C:\Program Files (x86)\Epic Games\4.11\Engine\Source\Runtime\SlateCore\Public\Fonts\FontCache.h(224): note: see declaration of 'FShapedGlyphSequence::FSourceTextRange'
 2>C:\Program Files (x86)\Epic Games\4.11\Engine\Source\Runtime\SlateCore\Public\Fonts\FontCache.h(402): error C2146: syntax error: missing ';' before identifier 'InternalIndex'
 2>C:\Program Files (x86)\Epic Games\4.11\Engine\Source\Runtime\SlateCore\Public\Fonts\FontCache.h(402): error C2039: 'InternalIndex': is not a member of 'FShapedGlyphSequence::FSourceTextRange'
 2>  C:\Program Files (x86)\Epic Games\4.11\Engine\Source\Runtime\SlateCore\Public\Fonts\FontCache.h(224): note: see declaration of 'FShapedGlyphSequence::FSourceTextRange'
 2>C:\Program Files (x86)\Epic Games\4.11\Engine\Source\Runtime\SlateCore\Public\Fonts\FontCache.h(402): error C2039: 'InSourceTextIndex': is not a member of 'FShapedGlyphSequence::FSourceTextRange'
 2>  C:\Program Files (x86)\Epic Games\4.11\Engine\Source\Runtime\SlateCore\Public\Fonts\FontCache.h(224): note: see declaration of 'FShapedGlyphSequence::FSourceTextRange'
 2>C:\Program Files (x86)\Epic Games\4.11\Engine\Source\Runtime\SlateCore\Public\Fonts\FontCache.h(402): error C2039: 'SourceTextRange': is not a member of 'FShapedGlyphSequence::FSourceTextRange'
 2>  C:\Program Files (x86)\Epic Games\4.11\Engine\Source\Runtime\SlateCore\Public\Fonts\FontCache.h(224): note: see declaration of 'FShapedGlyphSequence::FSourceTextRange'
 2>C:\Program Files (x86)\Epic Games\4.11\Engine\Source\Runtime\SlateCore\Public\Fonts\FontCache.h(403): error C2065: 'InternalIndex': undeclared identifier
 2>  -------- End Detailed Actions Stats -----------------------------------------------------------


My actor is as follows:
ServerActor.h



#pragma once
 
 #include "GameFramework/Actor.h"
 #include "snap7.h"
 #include "ServerActor.generated.h"
 
 UCLASS()
 class TESTPLC_API AServerActor : public AActor
 {
     GENERATED_BODY()
 
 public:    
     
     // Sets default values for this actor's properties
     AServerActor();
 
     // Called when the game starts or when spawned
     virtual void BeginPlay() override;
     
     // Called every frame
     virtual void Tick( float DeltaSeconds ) override;      
     
 };


And my Build.CS



// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.

using UnrealBuildTool;
using System.IO;

public class TestPLC : ModuleRules
{
    private string ModulePath
    {
        get { return Path.GetDirectoryName(RulesCompiler.GetModuleFilename(this.GetType().Name)); }
    }

    private string ThirdPartyPath
    {
        get { return Path.GetFullPath(Path.Combine(ModulePath, "../../ThirdParty/")); }
    }

    public bool LoadSnap7(TargetInfo Target)
    {
        bool isLibrarySupported = false;

        if ((Target.Platform == UnrealTargetPlatform.Win64) || (Target.Platform == UnrealTargetPlatform.Win32))
        {
            isLibrarySupported = true;

            string PlatformString = (Target.Platform == UnrealTargetPlatform.Win64) ? "x64" : "x86";
            string LibrariesPath = Path.Combine(ThirdPartyPath, "Snap7", "Libraries");

            //PublicAdditionalLibraries.Add(Path.Combine(LibrariesPath, "Snap7." + PlatformString + ".lib"));
            PublicAdditionalLibraries.Add(Path.Combine(LibrariesPath, "Snap7.lib"));
        }

        if (isLibrarySupported)
        {
            // Include path
            PublicIncludePaths.Add(Path.Combine(ThirdPartyPath, "Snap7", "Includes"));
            PublicIncludePaths.AddRange(new string] { "../../ThirdParty/Snap7/Includes"});
        }

        Definitions.Add(string.Format("WITH_SNAP7_BINDING={0}", isLibrarySupported ? 1 : 0));

        return isLibrarySupported;
    }


    public TestPLC(TargetInfo Target)
    {
        MinFilesUsingPrecompiledHeaderOverride = 1;
        bFasterWithoutUnity = true;

        PublicDependencyModuleNames.AddRange(new string] { "Core", "CoreUObject", "Engine", "InputCore" });
        LoadSnap7(Target);
    }
}


The header file is located in ThirdParty/Snap7/Includes and this route is included in the VC++ directories

I’m pretty desesperated and can’t find a way to solve this issue, thank you

PD: I’m using UE 4.11