VS Code: Compilation errors

I’m extremely new to UE5 and C++ and I got a couple errors after trying to edit the player controller cpp and header files.

Here is my cpp file:

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

include “CPPTutorialBasicsPlayerController.h”

include “GameFramework/Pawn.h”

include “Blueprint/AIBlueprintHelperLibrary.h”

include “NiagaraSystem.h”

include “NiagaraFunctionLibrary.h”

include “CPPTutorialBasicsCharacter.h”

include “Engine/World.h”

include “EnhancedInputComponent.h”

include “InputActionValue.h”

include “EnhancedInputSubsystems.h”

include “Engine/LocalPlayer.h”

DEFINE_LOG_CATEGORY(LogTemplateCharacter);

void ACPPTutorialBasicsPlayerController::BeginPlay()

{

// Call the base class

Super::BeginPlay();

//Add Input Mapping Context

if (UEnhancedInputLocalPlayerSubsystem* Subsystem = ULocalPlayer::GetSubsystem(GetLocalPlayer()))

{

Subsystem->AddMappingContext(DefaultMappingContext, 0);

}

}

void ACPPTutorialBasicsPlayerController::SetupInputComponent()

{

// set up gameplay key bindings

Super::SetupInputComponent();

// Set up action bindings

if (UEnhancedInputComponent* EnhancedInputComponent = Cast(InputComponent)) {

EnhancedInputComponent->BindAction(MovementInput, ETriggerEvent::Triggered, this, &ACPPTutorialBasicsPlayerController::Move);

}

}

void ACPPTutorialBasicsPlayerController::Move(const FInputActionValue &Value)

{

FVector2D MovementVector = Value.Get();

FVector InputVector = FVector(MovementVector, 0);

GetPawn()->AddMovementInput(InputVector, speed, false);

}

H:

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

#pragma once

include “CoreMinimal.h”

include “Templates/SubclassOf.h”

include “GameFramework/PlayerController.h”

include “CPPTutorialBasicsPlayerController.generated.h”

/* Forward declaration to improve compiling times */

class UNiagaraSystem;

class UInputMappingContext;

class UInputAction;

DECLARE_LOG_CATEGORY_EXTERN(LogTemplateCharacter, Log, All);

UCLASS()

class ACPPTutorialBasicsPlayerController : public APlayerController

{

GENERATED_BODY()

public:

ACPPTutorialBasicsPlayerController();

// MappingContext //

UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=Input, meta=(AllowPrivateAccess = “true”))

class UInputMappingContext* DefaultMappingContext;

UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=Input, meta=(AllowPrivateAccess = “true”))

class UInputAction* MovementInput;

protected:

/** True if the controlled character should navigate to the mouse cursor. **/

uint32 bMoveToMouseCursor : 1;

virtual void SetupInputComponent() override;

// To add mapping context

virtual void BeginPlay();

UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category=“Speed”, meta=(AllowPrivateAccess=“true”))

float speed;

void Move(const FInputActionValue& Value);

};

And the errors:

error C2597: illegal reference to non-static member ‘ACPPTutorialBasicsPlayerController::speed’

error C2352: ‘AController::GetPawn’: a call of a non-static member function requires an object

error C2511: ‘void ACPPTutorialBasicsPlayerController::Move(const FInputActionValue &)’: overloaded member function not found in ‘ACPPTutorialBasicsPlayerController’