UE4.24.2 C++ FPS tutorial has errors in code

Hello,

I am following this tutorial : [https://docs.unrealengine.com/en-US/Programming/Tutorials/FirstPersonShooter/2/7/index.html][1]
but I have a few problems.

1st one : my code (until the step 2.7 of the tutorial) compiles and works perfectly, but Visual Studio (2017) spotted 23 errors. I think it is because it does not recognize UE4’s syntax. Is it possible to solve this?

Here is the code of the .cpp file :

// Copyright 2019-2019 ENGEMANN Damien, All Rights Reserved.


#include "FPSCharacter.h"
#include "Fracture.h"

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

	/*
	// Create a first person camera component.
	FPSCameraComponent = CreateDefaultSubobject<UCameraComponent>(TEXT("FirstPersonCamera"));
	// Attach the camera component to our capsule component.
	FPSCameraComponent->SetupAttachment(GetCapsuleComponent());
	// Position the camera slightly above the eyes.
	FPSCameraComponent->SetRelativeLocation(FVector(0.0f, 0.0f, 50.0f + BaseEyeHeight));
	// Allow the pawn to control camera rotation.
	FPSCameraComponent->bUsePawnControlRotation = true;
	*/
}

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

	if (GEngine)
	{
		// Put up a debug message for five seconds. The -1 "Key" value (first argument) indicates that we will never need to update or refresh this message.
		GEngine->AddOnScreenDebugMessage(-1, 5.0f, FColor::Red, TEXT("We are using FPSCharacter."));
	}
	
}

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

}

// Called to bind functionality to input
void AFPSCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
{
	Super::SetupPlayerInputComponent(PlayerInputComponent);

	// Set up "movement" bindings.
	PlayerInputComponent->BindAxis("MoveForward", this, &AFPSCharacter::MoveForward);
	PlayerInputComponent->BindAxis("MoveRight", this, &AFPSCharacter::MoveRight);

	// Set up "look" bindings.
	PlayerInputComponent->BindAxis("Turn", this, &AFPSCharacter::AddControllerYawInput);
	PlayerInputComponent->BindAxis("LookUp", this, &AFPSCharacter::AddControllerPitchInput);

	// Set up "action" bindings.
	PlayerInputComponent->BindAction("Jump", IE_Pressed, this, &AFPSCharacter::StartJump);
	PlayerInputComponent->BindAction("Jump", IE_Released, this, &AFPSCharacter::StopJump);
}

void AFPSCharacter::MoveForward(float Value)
{
	// Find out which way is "forward" and record that the player wants to move that way.
	FVector Direction = FRotationMatrix(Controller->GetControlRotation()).GetScaledAxis(EAxis::X);
	AddMovementInput(Direction, Value);
}

void AFPSCharacter::MoveRight(float Value)
{
	// Find out which way is "right" and record that the player wants to move that way.
	FVector Direction = FRotationMatrix(Controller->GetControlRotation()).GetScaledAxis(EAxis::Y);
	AddMovementInput(Direction, Value);
}

void AFPSCharacter::StartJump()
{
	bPressedJump = true;
}


void AFPSCharacter::StopJump()
{
	bPressedJump = false;
}

And here is the code of the .h :

// Copyright 2019-2019 ENGEMANN Damien, All Rights Reserved.

#pragma once

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

UCLASS()
class FRACTURE_API AFPSCharacter : public ACharacter
{
	GENERATED_BODY()

public:
	// Sets default values for this character's properties
	AFPSCharacter();

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

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

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

	// Handles input for moving forward and backward.
	UFUNCTION()
	void MoveForward(float Value);

	// Handles input for moving right and left.
	UFUNCTION()
	void MoveRight(float Value);

	// Sets jump flag when key is pressed.
	UFUNCTION()
	void StartJump();

	// Clears jump flag when key is released.
	UFUNCTION()
	void StopJump();

	/*
	// FPS camera.
	UPROPERTY(VisibleAnywhere)
	UCameraComponent* FPSCameraComponent;
	*/
};

2nd problem, the one that blocks me from continuing this tutorial :

When following the steps of this specific page : [https://docs.unrealengine.com/en-US/Programming/Tutorials/FirstPersonShooter/2/7/index.html][3] , the code does not compile anymore, and I don’t know where the errors are.

Note that I did not follow exactly the tutorial, because I named my project “Fracture” instead of “FPSProject”.
Also, I am using the Github’s UE4 instead of the launcher version, because I am using Chaos. I manually compiled the engine and activated Chaos by following these steps : [Chaos Destruction Overview | Unreal Engine Documentation][5]