Refresh, re-compilation of c++ code and Intellisense

Hello folks, I’m running into an issue with something that seems pretty basic. When I create a C++ Actor or Actor Component and simply add a UE_LOG, I don’t see any changes reflected when I hit play.

Pressing Ctrl + Alt + F11 gives me the following error:

Expecting to find a type to be declared in a module rules named 'VisualStudioTools' in 'UE5Rules, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null'.  This type must derive from the 'ModuleRules' type defined by UnrealBuildTool.
Build failed.

To get things working, I have to build everything manually by running this command:

& "C:\Program Files\Epic Games\UE_5.5\Engine\Binaries\DotNET\UnrealBuildTool\UnrealBuildTool.exe" -projectfiles -project="D:\MyProjectPath" -game -engine

However, this only works if I disable the following:

"Plugins": [
  {
    "Name": "VisualStudioTools",
    "Enabled": false, <---
    "SupportedTargetPlatforms": [
      "Win64"
    ]
  }

Once I do that, I’m able to recompile the C++ code and see my changes reflected in the game.

Is there a proper guide or workflow to make this process seamless—without having to manually force recompilation every time?

Thanks in advance!

I have this error related to ‘ModuleRules’ with a third party plugin that installed itself in ‘plugins/runtime’ in the engine folder. I was able to recompile my project after moving this plugin to the ‘plugins/Marketplace’ folder. However, I had no issues when the plugin is in the project folder.