JNI development inside c++ for a Plugin "Cannot resolve symbol 'JNIEnv'"

Hello,
I am a new developer, or I am trying to be and i need to Implement a Android App/function into my Unreal Engine Project. Right now I am using a C++ plus blueprints and after some research, I have found out the best way will be a Plugin for this. So i head to development about 3 weeks ago and still cant finish this plugin. See, i am using ChatGPT which i know is not always a good way to development something, but, when i tried the C++ dev for Android using JNI, i always getting a:

Cannot resolve symbol ‘JNIEnv’
Cannot resolve symbol ‘GetJavaEnv’
and so on…

I have set the SDK NDK, downloaded in options Target platform for Android, i also set JAVA_HOME, ANDOID_HOME NKD and so on for environment variables. So, can someone help me out?.

I am using a Rider for development.

The Code is:

// Copyright Epic Games, Inc. All Rights Reserved.

#include "HealthConnectPlugin.h"
#include "Android/AndroidApplication.h"
#include "Android/AndroidJNI.h"


#define LOCTEXT_NAMESPACE "FHealthConnectPluginModule"

void FHealthConnectPluginModule::StartupModule()
{
	if (JNIEnv* Env = FAndroidApplication::GetJavaEnv())
	{
		// Use JNI functions here
	}
}

void FHealthConnectPluginModule::ShutdownModule()
{
	// This function may be called during shutdown to clean up your module.  For modules that support dynamic reloading,
	// we call this function before unloading the module.
}

#undef LOCTEXT_NAMESPACE
	
IMPLEMENT_MODULE(FHealthConnectPluginModule, HealthConnectPlugin)

For Build Project is:

// Copyright Epic Games, Inc. All Rights Reserved.

using UnrealBuildTool;

public class HealthConnectPlugin : ModuleRules
{
	public HealthConnectPlugin(ReadOnlyTargetRules Target) : base(Target)
	{
		PCHUsage = ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs;
        
		PublicIncludePaths.AddRange(
			new string[] {
				// ... add public include paths required here ...
			}
		);
                
        
		PrivateIncludePaths.AddRange(
			new string[] {
				"HealthConnectPlugin/Private",
				// Include path for JNI and Android-specific headers
				"Runtime/Launch/Public",
				"Runtime/Launch/Public/Android"
			}
		);
            
        
		PublicDependencyModuleNames.AddRange(
			new string[]
			{
				"Core",
				// Add Android dependencies
				"AndroidPermission",
				"Launch"
			}
		);
            
        
		PrivateDependencyModuleNames.AddRange(
			new string[]
			{
				"CoreUObject",
				"Engine",
				"Slate",
				"SlateCore",
				// Add private dependencies that you statically link with here ...
			}
		);
        
        
		DynamicallyLoadedModuleNames.AddRange(
			new string[]
			{
				// ... add any modules that your module loads dynamically here ...
			}
		);

		if (Target.Platform == UnrealTargetPlatform.Android)
		{
			PrivateDependencyModuleNames.Add("Launch");

			// Add JNI libraries
			PublicAdditionalLibraries.Add("log");
			PublicAdditionalLibraries.Add("android");

			// Ensure that the Android runtime is properly configured
			PrivateIncludePaths.Add("Runtime/Launch/Public/Android");
		}
	}
}

The main feature of that android code is to use/access Healthconnect for reading data from smart wearables.

I am also dealing with a similar issue. Did you find a way for Rider to use those symbols?