Generatedbody Error

Hey Guys Can You Help Me,
I am having a problem with C++ Coding (Generated body)
Code :
// Copyright 1998-2018 Epic Games, Inc. All Rights Reserved.

#pragma once

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

class UParticalSystem;

UCLASS(config=Game)
class APatlamaEfektiProjectile : public AActor
{
	GENERATED_BODY()

	/** Sphere collision component */
	UPROPERTY(VisibleDefaultsOnly, Category=Projectile)
	class USphereComponent* CollisionComp;

	/** Projectile movement component */
	UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Movement, meta = (AllowPrivateAccess = "true"))
	class UProjectileMovementComponent* ProjectileMovement;

	UPROPERTY(EditDefaultsOnly, Category = "FX")
	UParticalSystem* ExplosionEffect;

public:
	APatlamaEfektiProjectile();

	/** called when projectile hits something */
	UFUNCTION()
	void OnHit(UPrimitiveComponent* HitComp, AActor* OtherActor, UPrimitiveComponent* OtherComp, FVector NormalImpulse, const FHitResult& Hit);

	/** Returns CollisionComp subobject **/
	FORCEINLINE class USphereComponent* GetCollisionComp() const { return CollisionComp; }
	/** Returns ProjectileMovement subobject **/
	FORCEINLINE class UProjectileMovementComponent* GetProjectileMovement() const { return ProjectileMovement; }
};

Other Code (I having Problem With Spawn Emitter):

// Copyright 1998-2018 Epic Games, Inc. All Rights Reserved.

#include "PatlamaEfektiProjectile.h"
#include "GameFramework/ProjectileMovementComponent.h"
#include "Components/SphereComponent.h"
#include "Kismet/GameplayStatics.h"

APatlamaEfektiProjectile::APatlamaEfektiProjectile() 
{
	// Use a sphere as a simple collision representation
	CollisionComp = CreateDefaultSubobject<USphereComponent>(TEXT("SphereComp"));
	CollisionComp->InitSphereRadius(5.0f);
	CollisionComp->BodyInstance.SetCollisionProfileName("Projectile");
	CollisionComp->OnComponentHit.AddDynamic(this, &APatlamaEfektiProjectile::OnHit);		// set up a notification for when this component hits something blocking

	// Players can't walk on it
	CollisionComp->SetWalkableSlopeOverride(FWalkableSlopeOverride(WalkableSlope_Unwalkable, 0.f));
	CollisionComp->CanCharacterStepUpOn = ECB_No;

	// Set as root component
	RootComponent = CollisionComp;

	// Use a ProjectileMovementComponent to govern this projectile's movement
	ProjectileMovement = CreateDefaultSubobject<UProjectileMovementComponent>(TEXT("ProjectileComp"));
	ProjectileMovement->UpdatedComponent = CollisionComp;
	ProjectileMovement->InitialSpeed = 3000.f;
	ProjectileMovement->MaxSpeed = 3000.f;
	ProjectileMovement->bRotationFollowsVelocity = true;
	ProjectileMovement->bShouldBounce = true;

	// Die after 3 seconds by default
	InitialLifeSpan = 3.0f;
}

void APatlamaEfektiProjectile::OnHit(UPrimitiveComponent* HitComp, AActor* OtherActor, UPrimitiveComponent* OtherComp, FVector NormalImpulse, const FHitResult& Hit)
{
	// Only add impulse and destroy projectile if we hit a physics
	if ((OtherActor != NULL) && (OtherActor != this) && (OtherComp != NULL) && OtherComp->IsSimulatingPhysics())
	{
		OtherComp->AddImpulseAtLocation(GetVelocity() * 100.0f, GetActorLocation());

		Destroy();
	}
	UGameplayStatics::SpawnEmitterAtLocation(GetWorld(), ExplosionEffect, GetActorLocation());
}