Move to move forward when pressing left and right mouse button at the same time in c++?

I did try your code, but it gives me compiling errors,

Hera are my codes:
C++:

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

#include "NOMCharacter.h"
#include "Camera/CameraComponent.h"
#include "Components/CapsuleComponent.h"
#include "Components/InputComponent.h"
#include "GameFramework/CharacterMovementComponent.h"
#include "GameFramework/Controller.h"
#include "GameFramework/SpringArmComponent.h"

//////////////////////////////////////////////////////////////////////////
// ANOMCharacter

ANOMCharacter::ANOMCharacter()
{
	// Set size for collision capsule
	GetCapsuleComponent()->InitCapsuleSize(42.f, 96.0f);

	// set our turn rate for input
	TurnRateGamepad = 50.f;

	// Don't rotate when the controller rotates. Let that just affect the camera.
	bUseControllerRotationPitch = false;
	bUseControllerRotationYaw = false;
	bUseControllerRotationRoll = false;

	// Configure character movement
	GetCharacterMovement()->bOrientRotationToMovement = true; // Character moves in the direction of input...	
	GetCharacterMovement()->RotationRate = FRotator(0.0f, 500.0f, 0.0f); // ...at this rotation rate

	// Note: For faster iteration times these variables, and many more, can be tweaked in the Character Blueprint
	// instead of recompiling to adjust them
	GetCharacterMovement()->JumpZVelocity = 700.f;
	GetCharacterMovement()->AirControl = 0.35f;
	GetCharacterMovement()->MaxWalkSpeed = 500.f;
	GetCharacterMovement()->MinAnalogWalkSpeed = 20.f;
	GetCharacterMovement()->BrakingDecelerationWalking = 2000.f;

	// Create a camera boom (pulls in towards the player if there is a collision)
	CameraBoom = CreateDefaultSubobject<USpringArmComponent>(TEXT("CameraBoom"));
	CameraBoom->SetupAttachment(RootComponent);
	CameraBoom->TargetArmLength = 400.0f; // The camera follows at this distance behind the character	
	CameraBoom->bUsePawnControlRotation = true; // Rotate the arm based on the controller

	// Create a follow camera
	FollowCamera = CreateDefaultSubobject<UCameraComponent>(TEXT("FollowCamera"));
	FollowCamera->SetupAttachment(CameraBoom, USpringArmComponent::SocketName); // Attach the camera to the end of the boom and let the boom adjust to match the controller orientation
	FollowCamera->bUsePawnControlRotation = false; // Camera does not rotate relative to arm

	// Note: The skeletal mesh and anim blueprint references on the Mesh component (inherited from Character) 
	// are set in the derived blueprint asset named ThirdPersonCharacter (to avoid direct content references in C++)
}

////////
// Input

void ANOMCharacter::SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent)
{
	// Set up gameplay key bindings
	check(PlayerInputComponent);
	PlayerInputComponent->BindAction("Jump", IE_Pressed, this, &ACharacter::Jump);
	PlayerInputComponent->BindAction("Jump", IE_Released, this, &ACharacter::StopJumping);

	PlayerInputComponent->BindAxis("M_U1", this, &ANOMCharacter::Move_Y);
	PlayerInputComponent->BindAxis("M_U2", this, &ANOMCharacter::Move_Y);
	PlayerInputComponent->BindAxis("M_D1", this, &ANOMCharacter::Move_Y);
	PlayerInputComponent->BindAxis("M_D2", this, &ANOMCharacter::Move_Y);

	PlayerInputComponent->BindAxis("M_L1", this, &ANOMCharacter::Move_X);
	PlayerInputComponent->BindAxis("M_L2", this, &ANOMCharacter::Move_X);
	PlayerInputComponent->BindAxis("M_R1", this, &ANOMCharacter::Move_X);
	PlayerInputComponent->BindAxis("M_R2", this, &ANOMCharacter::Move_X);


	// We have 2 versions of the rotation bindings to handle different kinds of devices differently
	// "turn" handles devices that provide an absolute delta, such as a mouse.
	// "turnrate" is for devices that we choose to treat as a rate of change, such as an analog joystick
	PlayerInputComponent->BindAxis("Turn Right / Left Mouse", this, &APawn::AddControllerYawInput);
	PlayerInputComponent->BindAxis("Turn Right / Left Gamepad", this, &ANOMCharacter::TurnAtRate);
	PlayerInputComponent->BindAxis("Look Up / Down Mouse", this, &APawn::AddControllerPitchInput);
	PlayerInputComponent->BindAxis("Look Up / Down Gamepad", this, &ANOMCharacter::LookUpAtRate);

	// handle touch devices
	//PlayerInputComponent->BindTouch(IE_Pressed, this, &ANOMCharacter::TouchStarted);
	//PlayerInputComponent->BindTouch(IE_Released, this, &ANOMCharacter::TouchStopped);
}

void ANOMCharacter::BeginPlay()
{
	Super::BeginPlay();

	InputComponent->BindKey(EKeys::LeftMouseButton, IE_Pressed, this, &ANOMCharacter::OnLeftMouseButtonPressed);
	InputComponent->BindKey(EKeys::LeftMouseButton, IE_Released, this, &ANOMCharacter::OnLeftMouseButtonReleased);
	InputComponent->BindKey(EKeys::RightMouseButton, IE_Pressed, this, &ANOMCharacter::OnRightMouseButtonPressed);
	InputComponent->BindKey(EKeys::RightMouseButton, IE_Released, this, &ANOMCharacter::OnRightMouseButtonReleased);


}


void ANOMCharacter::OnLeftMouseButtonPressed()
{
	LeftMouseButtonIsBeingPressed = true;
}

void ANOMCharacter::OnLeftMouseButtonReleased()
{
	LeftMouseButtonIsBeingPressed = false;
}

void ANOMCharacter::OnRightMouseButtonPressed()
{
	RightMouseButtonIsBeingPressed = true;
}

void ANOMCharacter::OnRightMouseButtonReleased()
{
	RightMouseButtonIsBeingPressed = false;
}

void ANOMCharacter::Tick(float DeltaTime)
{
	Super::Tick(DeltaTime);

	if (LeftMouseButtonIsBeingPressed && RightMouseButtonIsBeingPressed)
	{
		AddMovementInput(GetActorForwardVector());
	}
}

void ANOMCharacter::TouchStarted(ETouchIndex::Type FingerIndex, FVector Location)
{
	Jump();
}

void ANOMCharacter::TouchStopped(ETouchIndex::Type FingerIndex, FVector Location)
{
	StopJumping();
}

void ANOMCharacter::TurnAtRate(float Rate)
{
	// calculate delta for this frame from the rate information
	AddControllerYawInput(Rate * TurnRateGamepad * GetWorld()->GetDeltaSeconds());
}

void ANOMCharacter::LookUpAtRate(float Rate)
{
	// calculate delta for this frame from the rate information
	AddControllerPitchInput(Rate * TurnRateGamepad * GetWorld()->GetDeltaSeconds());
}

void ANOMCharacter::Move_Y(float Value)
{
	if ((Controller != nullptr) && (Value != 0.0f))
	{
		// find out which way is forward
		const FRotator Rotation = Controller->GetControlRotation();
		const FRotator YawRotation(0, Rotation.Yaw, 0);

		// get forward vector
		const FVector Direction = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::X);
		AddMovementInput(Direction, Value);
	}
}

void ANOMCharacter::Move_X(float Value)
{
	if ((Controller != nullptr) && (Value != 0.0f))
	{
		// find out which way is right
		const FRotator Rotation = Controller->GetControlRotation();
		const FRotator YawRotation(0, Rotation.Yaw, 0);

		// get right vector 
		const FVector Direction = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::Y);
		// add movement in that direction
		AddMovementInput(Direction, Value);
	}
}

H:

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

#pragma once

#include "CoreMinimal.h"
#include "GameFramework/Character.h"
#include "NOMCharacter.generated.h"

UCLASS(config = Game)
class ANOMCharacter : public ACharacter
{
	GENERATED_BODY()

	/** Camera boom positioning the camera behind the character */
	UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true"))
	class USpringArmComponent* CameraBoom;

	/** Follow camera */
	UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true"))
	class UCameraComponent* FollowCamera;

public:
	ANOMCharacter();

	/** Base turn rate, in deg/sec. Other scaling may affect final turn rate. */
	UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Input)
		float TurnRateGamepad;

	virtual void Tick(float DeltaTime) override;

	virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;

protected:

	// APawn interface
	//virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
	// End of APawn interface

	virtual void BeginPlay() override;

	void OnLeftMouseButtonPressed();
	void OnLeftMouseButtonReleased();
	void OnRightMouseButtonPressed();
	void OnRightMouseButtonReleased();

	bool LeftMouseButtonIsBeingPressed;
	bool RightMouseButtonIsBeingPressed;


	/** Called for forwards/backward input */
	void Move_Y(float Value);

	/** Called for side to side input */
	void Move_X(float Value);


	/**
	 * Called via input to turn at a given rate.
	 * @param Rate	This is a normalized rate, i.e. 1.0 means 100% of desired turn rate
	 */
	void TurnAtRate(float Rate);

	/**
	 * Called via input to turn look up/down at a given rate.
	 * @param Rate	This is a normalized rate, i.e. 1.0 means 100% of desired turn rate
	 */
	void LookUpAtRate(float Rate);

	/** Handler for when a touch input begins. */
	void TouchStarted(ETouchIndex::Type FingerIndex, FVector Location);

	/** Handler for when a touch input stops. */
	void TouchStopped(ETouchIndex::Type FingerIndex, FVector Location);

public:


	/** Returns CameraBoom subobject **/
	FORCEINLINE class USpringArmComponent* GetCameraBoom() const { return CameraBoom; }
	/** Returns FollowCamera subobject **/
	FORCEINLINE class UCameraComponent* GetFollowCamera() const { return FollowCamera; }
};

with the folowing errors:

Severity Code Description Project File Line Suppression State
Error (active) E1455 member function declared with ‘override’ does not override a base class member NOM D:\Epic Games\Epic Games\UE\UE_5.0\UE_5.0\Engine\Source\Runtime\CoreUObject\Public\UObject\CoreNet.h 388
Error (active) E1455 member function declared with ‘override’ does not override a base class member NOM D:\Epic Games\Epic Games\UE\UE_5.0\UE_5.0\Engine\Source\Runtime\CoreUObject\Public\UObject\CoreNet.h 360
Error (active) E1455 member function declared with ‘override’ does not override a base class member NOM D:\Epic Games\Epic Games\UE\UE_5.0\UE_5.0\Engine\Source\Runtime\CoreUObject\Public\UObject\CoreNet.h 361
Error (active) E1455 member function declared with ‘override’ does not override a base class member NOM D:\Epic Games\Epic Games\UE\UE_5.0\UE_5.0\Engine\Source\Runtime\CoreUObject\Public\UObject\CoreNet.h 362
Error (active) E1455 member function declared with ‘override’ does not override a base class member NOM D:\Epic Games\Epic Games\UE\UE_5.0\UE_5.0\Engine\Source\Runtime\CoreUObject\Public\UObject\CoreNet.h 363
Error (active) E1455 member function declared with ‘override’ does not override a base class member NOM D:\Epic Games\Epic Games\UE\UE_5.0\UE_5.0\Engine\Source\Runtime\CoreUObject\Public\UObject\CoreNet.h 389
Error (active) E1455 member function declared with ‘override’ does not override a base class member NOM D:\Epic Games\Epic Games\UE\UE_5.0\UE_5.0\Engine\Source\Runtime\CoreUObject\Public\UObject\CoreNet.h 390
Error (active) E1455 member function declared with ‘override’ does not override a base class member NOM D:\Epic Games\Epic Games\UE\UE_5.0\UE_5.0\Engine\Source\Runtime\CoreUObject\Public\UObject\CoreNet.h 391
Error (active) E0020 identifier IImageWrapperModule is undefined NOM D:\Epic Games\Epic Games\UE\UE_5.0\UE_5.0\Engine\Source\Runtime\Engine\Classes\Engine\Texture.h 490
Error (active) E0020 identifier IImageWrapperModule is undefined NOM D:\Epic Games\Epic Games\UE\UE_5.0\UE_5.0\Engine\Source\Runtime\Engine\Classes\Engine\Texture.h 492
Error LNK2019 unresolved external symbol __declspec(dllimport) public: __cdecl FInputChord::FInputChord(struct FKey,bool,bool,bool,bool) (_imp??0FInputChord@@QEAA@UFKey@@_N111@Z) referenced in function protected: virtual void __cdecl ANOMCharacter::BeginPlay(void) (?BeginPlay@ANOMCharacter@@MEAAXXZ) NOM E:\UE\5.0\NOM\Intermediate\ProjectFiles\NOMCharacter.cpp.obj 1
Error LNK2019 unresolved external symbol __declspec(dllimport) public: __cdecl FInputChord::FInputChord(struct FInputChord const &) (_imp??0FInputChord@@QEAA@AEBU0@@Z) referenced in function public: struct FInputKeyBinding & __cdecl UInputComponent::BindKey(struct FInputChord,enum EInputEvent,class ANOMCharacter ,void (__cdecl ANOMCharacter::)(void)) (??$BindKey@VANOMCharacter@@@UInputComponent@@QEAAAEAUFInputKeyBinding@@UFInputChord@@W4EInputEvent@@PEAVANOMCharacter@@P84@EAAXXZ@Z) NOM E:\UE\5.0\NOM\Intermediate\ProjectFiles\NOMCharacter.cpp.obj 1
Error LNK2019 unresolved external symbol __declspec(dllimport) public: __cdecl FInputChord::~FInputChord(void) (_imp??1FInputChord@@QEAA@XZ) referenced in function public: struct FInputKeyBinding & __cdecl UInputComponent::BindKey(struct FInputChord,enum EInputEvent,class ANOMCharacter ,void (__cdecl ANOMCharacter::)(void)) (??$BindKey@VANOMCharacter@@@UInputComponent@@QEAAAEAUFInputKeyBinding@@UFInputChord@@W4EInputEvent@@PEAVANOMCharacter@@P84@EAAXXZ@Z) NOM E:\UE\5.0\NOM\Intermediate\ProjectFiles\NOMCharacter.cpp.obj 1
Error LNK2001 unresolved external symbol public: __cdecl FInputChord::~FInputChord(void) (??1FInputChord@@QEAA@XZ) NOM E:\UE\5.0\NOM\Intermediate\ProjectFiles\NOMCharacter.cpp.obj 1
Error LNK1120 4 unresolved externals NOM E:\UE\5.0\NOM\Binaries\Win64\UnrealEditor-NOM-0003.dll 1
Error MSB3073 The command D:\Epic Games\Epic Games\UE\UE_5.0\UE_5.0\Engine\Build\BatchFiles\Build.bat NOMEditor Win64 Development -Project=E:\UE\5.0\NOM\NOM.uproject -WaitMutex -FromMsBuild exited with code 6. NOM D:\VS2022\MSBuild\Microsoft\VC\v170\Microsoft.MakeFile.Targets 44

How do I fis the errors?