title: There is an error code whenever I try to do the following codes for UE4 FPS Tutorial Section 2.7. What am I missing?
body: <p>FPSCharacter.h
  This is the first code needed for the tutorial. Essentially, I was told to add a camera component to this.</p>
  
  <p>// Fill out your copyright notice in the Description page of Project Settings.</p>
  
  <pre><code>#pragma once
  
  #include "CoreMinimal.h"
  #include "GameFramework/Character.h"
  #include "FPSCharacter.generated.h"
  #include "Camera/CameraComponent.h"
  
  UCLASS()
  class FPSPROJECT_API AFPSCharacter : public ACharacter
  {
      GENERATED_BODY()
  
  public:
      // Sets default values for this character's properties
      AFPSCharacter();
  
  protected:
      // Called when the game starts or when spawned
      virtual void BeginPlay() override;
  
  public:
      // Called every frame
      virtual void Tick( float DeltaSeconds ) override;
  
      // Called to bind functionality to input
      virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
  
      // Handles input for moving forward and backward.
      UFUNCTION()
      void MoveForward(float Value);
  
      // Handles input for moving right and left.
      UFUNCTION()
      void MoveRight(float Value);
  
      // Sets jump flag when key is pressed.
      UFUNCTION()
      void StartJump();
  
      // Clears jump flag when key is released.
      UFUNCTION()
      void StopJump();
  
      // FPS camera.
      UPROPERTY(VisibleAnywhere)
      UCameraComponent* FPSCameraComponent;
  };
  
  FPSCharacter.cpp
  </code></pre>
  
  <p>This is the second code provided by the tutorial. Essentially, the goal was to create a UCameraComponent by adding it to the constructor.</p>
  
  <pre><code>// Fill out your copyright notice in the Description page of Project Settings.
  
  #include "CoreMinimal.h"
  #include "FPSProject.h"
  #include "FPSCharacter.h"
  #include "Camera/CameraComponent.h"
  
  // Sets default values
  AFPSCharacter::AFPSCharacter()
  {
      // Set this character to call Tick() every frame.  You can turn this off to improve performance if you don't need it.
      PrimaryActorTick.bCanEverTick = true;
  
      // Create a first person camera component.
      FPSCameraComponent = CreateDefaultSubobject&lt;UCameraComponent&gt;(TEXT("FirstPersonCamera"));
      // Attach the camera component to our capsule component.
      FPSCameraComponent-&gt;SetupAttachment(GetCapsuleComponent());
      // Position the camera slightly above the eyes.
      FPSCameraComponent-&gt;SetRelativeLocation(FVector(0.0f, 0.0f, 50.0f + BaseEyeHeight));
      // Allow the pawn to control camera rotation.
      FPSCameraComponent-&gt;bUsePawnControlRotation = true;
  }
  
  // Called when the game starts or when spawned
  void AFPSCharacter::BeginPlay()
  {
      Super::BeginPlay();
  
      if (GEngine)
      {
          // Put up a debug message for five seconds. The -1 "Key" value (first argument) indicates that we will never need to update or refresh this message.
          GEngine-&gt;AddOnScreenDebugMessage(-1, 5.0f, FColor::Red, TEXT("We are using FPSCharacter."));
      }
  }
  
  // Called every frame
  void AFPSCharacter::Tick( float DeltaTime )
  {
      Super::Tick( DeltaTime );
  
  }
  
  // Called to bind functionality to input
  void AFPSCharacter::SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent)
  {
      Super::SetupPlayerInputComponent(PlayerInputComponent);
  
      // Set up "movement" bindings.
      PlayerInputComponent-&gt;BindAxis("MoveForward", this, &amp;AFPSCharacter::MoveForward);
      PlayerInputComponent-&gt;BindAxis("MoveRight", this, &amp;AFPSCharacter::MoveRight);
  
      // Set up "look" bindings.
      PlayerInputComponent-&gt;BindAxis("Turn", this, &amp;AFPSCharacter::AddControllerYawInput);
      PlayerInputComponent-&gt;BindAxis("LookUp", this, &amp;AFPSCharacter::AddControllerPitchInput);
  
      // Set up "action" bindings.
      PlayerInputComponent-&gt;BindAction("Jump", IE_Pressed, this, &amp;AFPSCharacter::StartJump);
      PlayerInputComponent-&gt;BindAction("Jump", IE_Released, this, &amp;AFPSCharacter::StopJump);
  }
  
  void AFPSCharacter::MoveForward(float Value)
  {
      // Find out which way is "forward" and record that the player wants to move that way.
      FVector Direction = FRotationMatrix(Controller-&gt;GetControlRotation()).GetScaledAxis(EAxis::X);
      AddMovementInput(Direction, Value);
  }
  
  void AFPSCharacter::MoveRight(float Value)
  {
      // Find out which way is "right" and record that the player wants to move that way.
      FVector Direction = FRotationMatrix(Controller-&gt;GetControlRotation()).GetScaledAxis(EAxis::Y);
      AddMovementInput(Direction, Value);
  }
  
  void AFPSCharacter::StartJump()
  {
      bPressedJump = true;
  }
  
  void AFPSCharacter::StopJump()
  {
      bPressedJump = false;
  }
  The errors I get for both codes are as follows Error: Command/Users/apple/UE_4.25/Engine/Build/BatchFiles/Mac/XcodeBuild.sh failed with exit code 6
  
  These two codes are needed in order to create a new camera for the pawn. I can't go to the next step unless I'm able to get this done. This would be greatly appreciated as I have been trying to get this done for hours now to no avail.
  </code></pre>