I'm having trouble creating enhanced inputs in C++

.build has added “EnhancedInput”, .

The header file directory has been included

UE version:UE5.1

VS version:VS2022

Project name: ueupp c++ class name: TestMyPawn

Here is the code for the .build file:
Uploading: ueupp.Build.cs…

using UnrealBuildTool;

public class ueupp : ModuleRules
{
	public ueupp(ReadOnlyTargetRules Target) : base(Target)
	{
		PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
	
		PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "EnhancedInput" });

		PrivateDependencyModuleNames.AddRange(new string[] {});

Here is the code of the .h :
Uploading: CPP_TESTMyPawn.h…

#pragma once

#include "InputActionValue.h"
#include "CoreMinimal.h"
#include "GameFramework/Pawn.h"
#include "CPP_TESTMyPawn.generated.h"



UCLASS()
class UEUPP_API ACPP_TESTMyPawn : public APawn
{
	GENERATED_BODY()

public:
	// Sets default values for this pawn's properties
	ACPP_TESTMyPawn();

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

	UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Enhanced Input")
		class UInputMappingContext* InputMapping;


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

	// Called to bind functionality to input
	virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;

};

The following is the code of .cpp, nothing is added :

#include "CPP_TESTMyPawn.h"

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

}

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

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

}

// Called to bind functionality to input
void ACPP_TESTMyPawn::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
{
	Super::SetupPlayerInputComponent(PlayerInputComponent);
    // Get the player controller


}

The following is the error message:

Manual recompile triggered

---------- Creating patch ----------

Running D:\Unreal\UE_5.1\Engine\Build\BatchFiles\Build.bat -Target=“ueuppEditor Win64 Development -Project=”“D:/UEPorject/ueupp/ueupp.uproject”“” -LiveCoding -LiveCodingModules=“D:/Unreal/UE_5.1/Engine/Intermediate/LiveCodingModules.txt” -LiveCodingManifest=“D:/Unreal/UE_5.1/Engine/Intermediate/LiveCoding.json” -WaitMutex -LiveCodingLimit=100

Running UnrealBuildTool: dotnet “…..\Engine\Binaries\DotNET\UnrealBuildTool\UnrealBuildTool.dll” -Target=“ueuppEditor Win64 Development -Project=”“D:/UEPorject/ueupp/ueupp.uproject”“” -LiveCoding -LiveCodingModules=“D:/Unreal/UE_5.1/Engine/Intermediate/LiveCodingModules.txt” -LiveCodingManifest=“D:/Unreal/UE_5.1/Engine/Intermediate/LiveCoding.json” -WaitMutex -LiveCodingLimit=100

Log file: C:\Users\GoSeI\AppData\Local\UnrealBuildTool\Log.txt

Building ueuppEditor…

Using Visual Studio 2022 14.35.32216 toolchain (C:\Program Files\Microsoft Visual Studio\2022\Community\VC\Tools\MSVC\14.35.32215) and Windows 10.0.22000.0 SDK (C:\Program Files (x86)\Windows Kits\10).

Determining max actions to execute in parallel (6 physical cores, 12 logical cores)

Executing up to 6 processes, one per physical core

Building 2 actions with 2 processes…

[1/2] Compile CPP_TESTMyPawn.gen.cpp

D:\Unreal\UE_5.1\Engine\Plugins\EnhancedInput\Source\EnhancedInput\Public\InputActionValue.h(27): error C4430: ȱ???˵???- ?ٶ?Ϊ int??ע?: C++ ??֧??? int

[2/2] Compile CPP_TESTMyPawn.cpp

D:\Unreal\UE_5.1\Engine\Plugins\EnhancedInput\Source\EnhancedInput\Public\InputActionValue.h(27): error C4430: ȱ???˵???- ?ٶ?Ϊ int??ע?: C++ ??֧??? int

Build failed.

And my UE can only successfully open empty projects, if I create a third person template, it will also fail to compile

Install debug symbols for your Unreal Engine installation and the error messages should give you a better clue of what is happening.