Pointer To Incomplete Class Type from Subclass

Okay, So it has been a while since I have worked in unreal engine, but after picking it up again, I have come up with an issue. Now I have scoured this form and the rest of the internet for the solution and while I have found a number of different ideas on what it could be, none have worked. Now, a little explanation of my set up:

I have my troublemaker class, AWorldObject, obviously it is a subclass of an actor class, and it has a few minor variables, such as a mesh, health, weight, so on, and so forth. It has a bunch of sub-classes though, such as AInteractableObject. Now, unless I have somehow blindly stumbled my way through the hours I have spent programming, I should be able to access and modify, say, the mesh without any references as long as I stay within AInteractableObject. I can do this, sort of. While everything compiles as I would expect, I get the error, Pointer To An Incomplete Class Type Is Not Allowed. I get this issue within other classes whenever I reference the AWorldObject class, however, if I forward declare it, that goes away, which is fine by me. However, it is very annoying seeing it there from a Subclass. Is there a way to fix this? Or will I be forever subjected to the whims of intellisense’s inaccurate error?

I have my include files set up properly (I mean, it is a subclass… so Unreal set it all up for me) and I have tried forward declaring it. Also, just to reiterate, it does compile, this is more for my sanity than anything else.

One other thing of note: I am technically able to reference all the variables within AWorldObject, however, if I try to do much with it (e.g. Mesh->SetVisibility()) the error shows up. Obviously this is not that big of an issue with ints and floats, but with a mesh, not being able to scroll through the intellisense options makes for a difficult process at times.

That error means you forward declared the type (usually in a header), but then tried to access it without actually including the header file that contains its definition (usually in the source).

Ah, actually I figured it out. Somehow the #include "WorldObject.generated.h" line was not generated when creating the class. Not sure how I missed that.