I can't get this first c++ tutorial to work; code looks good, but actor has no transform

I’m going thru this simple tutorial, I followed the instructions quite precisely, twice, but the actor doesn’t have a Transform under Details and it’s not visible:

Proof I can follow instruction & my results: UnrealCppTrying - Google Docs

help?

Here’s my .h:
`
// Fill out your copyright notice in the Description page of Project Settings.

#pragma once

#include “CoreMinimal.h”
#include “GameFramework/Actor.h”
#include “FloatingActorTwo.generated.h”

UCLASS()
class QUICKCPPTRY2_API AFloatingActorTwo : public AActor
{
UPROPERTY(VisibleAnywhere)
UStaticMeshComponent* VisualMesh;

GENERATED_BODY()

public:
// Sets default values for this actor’s properties
AFloatingActorTwo();

protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;

public:
// Called every frame
virtual void Tick(float DeltaTime) override;

};`

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

#include “FloatingActorTwo.h”

// Sets default values
AFloatingActorTwo::AFloatingActorTwo()
{
// 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;

//from site
VisualMesh = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("Mesh"));
VisualMesh->SetupAttachment(RootComponent);

static ConstructorHelpers::FObjectFinder<UStaticMesh> CubeVisualAsset(TEXT("/Game/StarterContent/Shapes/Shape_Cube.Shape_Cube"));

if (CubeVisualAsset.Succeeded())
{
	VisualMesh->SetStaticMesh(CubeVisualAsset.Object);
	VisualMesh->SetRelativeLocation(FVector(0.0f, 0.0f, 0.0f));
}

}

// Called when the game starts or when spawned
void AFloatingActorTwo::BeginPlay()
{
Super::BeginPlay();

}

// Called every frame
void AFloatingActorTwo::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);

FVector NewLocation = GetActorLocation();
FRotator NewRotation = GetActorRotation();
float RunningTime = GetGameTimeSinceCreation();
float DeltaHeight = (FMath::Sin(RunningTime + DeltaTime) - FMath::Sin(RunningTime));
NewLocation.Z += DeltaHeight * 20.0f;       //Scale our height by a factor of 20
float DeltaRotation = DeltaTime * 20.0f;    //Rotate by 20 degrees per second
NewRotation.Yaw += DeltaRotation;
SetActorLocationAndRotation(NewLocation, NewRotation);

}

`

NEVERMIND.

I had it in blueprint mode rather than c++.

wasted most of a day.

ugh.

but the tutorial is fine.

Put your

UPROPERTY(VisibleAnywhere)
UStaticMeshComponent* VisualMesh;

Below your contructor in public: section