Need help fixing errors with projectiles and projectile velocity

i’m following part 3.1 of the unreal fps tutorial, and am trying to set the initial velocity for the projectile using a function. however, i keep getting the following errors:

  • pointer to incomplete class type is not allowed at line 17
  • argument of type “USpehreComponent *” is incompatible with parameter of type “USceneComponent *” at line 24
  • a value of type “USpehreComponent *” cannot be assigned to an entity of type “USceneComponent *” line 19

could anyone help me? here’s my projectile.cpp file:

#include "FPSProjectile.h"
#include "CoreMinimal.h"
#include "Collision.h"
#include "Engine.h"

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

	//we're using a sphere as a visual represebtation for the projectile.
	CollisionComponent = CreateDefaultSubobject<USpehreComponent>(TEXT("Collision component"));
	//set the collision radius of the sphere.
	CollisionComponent->InitSphereRadius(15.0f);
	//set root component to the sphere component.
	 = CollisionComponent;


	//ProjectileMovementComponent will be responsible for the movement oof the projectile.
	ProjectileMovementComponent = CreateDefaultSubobject<UProjectileMovementComponent>(TEXT("Projectile movement component"));
	ProjectileMovementComponent->SetUpdatedComponent(CollisionComponent);
	ProjectileMovementComponent->InitialSpeed = 3000.0f;
	ProjectileMovementComponent->MaxSpeed = 3000.0f;
	ProjectileMovementComponent->bRotationFollowsVelocity = true;
	ProjectileMovementComponent->bShouldBounce = true;
	ProjectileMovementComponent->Bounciness = 0.3f;
}

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

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

}


//implementation for the function that sets initial speed for the projectile
void AFPSProjectile::FireInDirection(const FVector &ShootDirection)
{
	ProjectileMovementComponent->Velocity = ShootDirection * ProjectileMovementComponent->InitialSpeed;
}

my header file:

#pragma once

#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "FPSProjectile.generated.h"

UCLASS()
class BASICFPS_API AFPSProjectile : public AActor
{
	GENERATED_BODY()
	
public:	
	// Sets default values for this actor's properties
	AFPSProjectile();

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

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

	//sphere component for the projectile.
	UPROPERTY(VisibleDefaultsOnly, category = Projectile)
	class USpehreComponent * CollisionComponent;

	//movement component for the projectile.
	UPROPERTY(VisibleDefaultsOnly, Category = Movement)
	 class UProjectileMovementComponent * ProjectileMovementComponent;


	//function that sets initial velocity of projectile.
	void FireInDirection(const FVector &ShootDirection);
	
};

part of the tutorial i’m on:

https://docs.unrealengine.com/latest/INT/Programming/Tutorials/FirstPersonShooter/3/1/index.html

USpehreComponent is spelled incorrectly. USphereComponent.