Rebuild modules...?? Module could not be found

Not exactly sure where to find the error logs of unity, there’s no errors the IDE finds in my code

This is the first component I ever tried to make in unreal thats causing the trouble

Also I installed Rider instead and deleted int/saved (dont have binary) and they auto re-populated when i opened the uproject with rider.

Thank you for all of your help so far, sincerely!

My SprintComponent.cpp is left default since it was created
My SprintComponent.h file below:

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

#pragma once

#include "CoreMinimal.h"
#include "Components/ActorComponent.h"
#include "Sprintcomponent.generated.h"


UCLASS( ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) )
class MYPROJECT_API USprintcomponent : public UActorComponent
{
	GENERATED_BODY()

public:

	// Sets default values for this component's properties
	USprintcomponent();

	virtual void TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;


	UProperty(EditAnywhere, BlueprintReadWrite, Category = "Sprint")
	float DefaultMaxEnergy = 100.0f;

	UProperty(EditAnywhere, BlueprintReadWrite, Category = "Sprint")
	float DefaultEnergyRegenRate = 1.0f;

	UProperty(EditAnywhere, BlueprintReadWrite, Category = "Sprint")
	float DefaultEnergyDrainRate = 1.0f;

	UProperty(VisibleAnywhere, BlueprintReadOnly, Category = "Sprint")
	float CurrentEnergy;

	UProperty(EditAnywhere, BlueprintReadWrite, Category = "Sprint")
	float SprintEnergyCost = 10.0f;

	UProperty(VisibleAnywhere, BlueprintReadOnly, Category = "Sprint")
	bool IsSprinting;

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

private:
	class ACharacter * OwnerCharacter;
	float DefaultWalkSpeed;

	void StartSprint();
	void StopSprint();
};