How could you adapt older C++ code (with PCIP) to the Current type?

I am learning C++, and am wondering how I could adapt an older tutorials code to a modern engine.
I already fixed the issues with TScriptPtr, by adding the regular pointer instead.
The issue I am having, is that these FPost and PCIP classes are not generated from the C++ class generator.
So writing it in a separate declaration is not working.

Here is a link to the tutorial, if it’s confusing.

Here is the code I am trying to get work, and I am using UE4 4.23, and this code is very old.

#include "AmmoCrate.h"
#include "FPSProject.h"
#include "FPSProjectCharacter.h"`enter code here`

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

/*
AAmmoCrate::AAmmoCrate(const class FPostConstructInitializeProperties& PCIP)
    : Super(PCIP)

    {
        count = 30;
        TouchSphere = PCIP.CreateDefaultSubobject<USphereComponent>(this, TEXT("TouchSphereComponent"));
        TouchSphere->SetSphereRadius(45.f, false);
        TouchSphere->OnComponentBeginOverlap.AddDynamic(this, &AAmmoCrate::OnPickup);
        RootComponent = TouchSphere;

        StaticMesh = PCIP.CreateAbstractDefaultSubobject<UStaticMesh>(this, TEXT("StaticMeshComponent"));
        StaticMesh->AttachParent = RootComponent;

    }
*/

Hi! Did you find a solution? At now i’ looking for it!