How to make UE4 c++ particle systems?

So i tried to add particle effect to standart projectile from FPS project template and used this documentation as reference, but it didn’t work. Then i tried to search here and found many answered questions about this, but their solutions didn’t work. For example

// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.

#pragma once

#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "SVALKER_2Projectile.generated.h"

class ASVALKER_2Projectile : public AActor

	/** Sphere collision component */
	UPROPERTY(VisibleDefaultsOnly, Category=Projectile)
	class USphereComponent* CollisionComp;

	/** Projectile movement component */
	UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Movement, meta = (AllowPrivateAccess = "true"))
	class UProjectileMovementComponent* ProjectileMovement;


		class UParticleSystemComponent* PSC;

	/** called when projectile hits something */
	void OnHit(UPrimitiveComponent* HitComp, AActor* OtherActor, UPrimitiveComponent* OtherComp, FVector NormalImpulse, const FHitResult& Hit);

	/** Returns CollisionComp subobject **/
	FORCEINLINE class USphereComponent* GetCollisionComp() const { return CollisionComp; }
	/** Returns ProjectileMovement subobject **/
	FORCEINLINE class UProjectileMovementComponent* GetProjectileMovement() const { return ProjectileMovement; }


// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.

#include "SVALKER_2Projectile.h"
#include "GameFramework/ProjectileMovementComponent.h"
#include "Components/SphereComponent.h"
#include "ConstructorHelpers.h"
#include "ParticleDefinitions.h"

	// Use a sphere as a simple collision representation
	CollisionComp = CreateDefaultSubobject<USphereComponent>(TEXT("SphereComp"));
	CollisionComp->OnComponentHit.AddDynamic(this, &ASVALKER_2Projectile::OnHit);		// set up a notification for when this component hits something blocking

	// Players can't walk on it
	CollisionComp->SetWalkableSlopeOverride(FWalkableSlopeOverride(WalkableSlope_Unwalkable, 0.f));
	CollisionComp->CanCharacterStepUpOn = ECB_No;

	// Set as root component
	RootComponent = CollisionComp;

	static ConstructorHelpers::FObjectFinder<UParticleSystem> PS(TEXT("ParticleSystem'/Game/StarterContent/Particles/P_Explosion.P_Explosion'"));
	PSC = CreateDefaultSubobject<UParticleSystemComponent>(TEXT("MyPSC"));

	// Use a ProjectileMovementComponent to govern this projectile's movement
	ProjectileMovement = CreateDefaultSubobject<UProjectileMovementComponent>(TEXT("ProjectileComp"));
	ProjectileMovement->UpdatedComponent = CollisionComp;
	ProjectileMovement->InitialSpeed = 3000.f;
	ProjectileMovement->MaxSpeed = 3000.f;
	ProjectileMovement->bRotationFollowsVelocity = true;
	ProjectileMovement->bShouldBounce = true;

	// Die after 3 seconds by default
	InitialLifeSpan = 3.0f;

void ASVALKER_2Projectile::OnHit(UPrimitiveComponent* HitComp, AActor* OtherActor, UPrimitiveComponent* OtherComp, FVector NormalImpulse, const FHitResult& Hit)
	// Only add impulse and destroy projectile if we hit a physics
	if ((OtherActor != NULL) && (OtherActor != this) && (OtherComp != NULL) && OtherComp->IsSimulatingPhysics())
		OtherComp->AddImpulseAtLocation(GetVelocity() * 100.0f, GetActorLocation());

MVS2017 says that “pointer to incomplete type is not allowed”
at line 27 in Projectile.cpp at PSC variable:


this is the answer i referenced

so i tried to find an example of c++ UE4 code to figure out how it works and found this but it didnt work too.
Can someone point me in the right direction?

Instead of #include "ParticleDefinitions.h" maybe use,

#include "Runtime/Engine/Classes/Particles/ParticleSystemComponent.h"