Interface function override error

MyInterface.h

UINTERFACE(MinimalAPI)
class UMyInterface : public UInterface
{
	GENERATED_BODY()
};

class INTERFACETEST_API IMyInterface
{
	GENERATED_BODY()

	// Add interface functions to this class. This is the class that will be inherited to implement this interface.
public:
	
	UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
		bool Add(AActor* item);
	
};

MyActorComponent.h

#include "CoreMinimal.h"
#include "MyInterface.h"
#include "Components/ActorComponent.h"
#include "MyActorComponent.generated.h"


UCLASS( ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) )
class INTERFACETEST_API UMyActorComponent : public UActorComponent, public IMyInterface
{
	GENERATED_BODY()

public:	
	// Sets default values for this component's properties
	UMyActorComponent();

	UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
		bool Add(AActor* item);
	virtual bool Add_Implementation(AActor* item) override;

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

public:	
	// Called every frame
	virtual void TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;

		
	
};

MyActorComponent.cpp

bool UMyActorComponent::Add_Implementation(AActor * item)
{
	return false;
}

error C3668: ‘UMyActorComponent::Add_Implementation’: method with override specifier ‘override’ did not override any base class methods

What’s wrong?

Hey !
I checked with my own code, and only diff i see it the generated body :

try

class INTERFACETEST_API IMyInterface
 {
     GENERATED_IINTERFACE_BODY()

instead of

class INTERFACETEST_API IMyInterface
 {
     GENERATED_BODY()

Try using BlueprintNativeEvent for the interface function instead of BlueprintImplementableEvent. This way it worked for me.
If you want to use the interface in blueprints, consider adding “Blueprintable” after “MinimalAPI” in the UINTERFACE Macro

it’s don’t work

if I do as you say, the interface call will not work.
IMyInterface::Execute_Add(actor, item);

What happens if you omit the declaration of the interface method in your actorcomponent, and just define the _implementation method? That is the way how I did it.