New project with new input system giving method not found error.

I get the following error in unity with nearly a blank project.

MissingMethodException: Method ‘PlayerMovement.OnLook’ not found.
System.RuntimeType.InvokeMember (System.String name, System.Reflection.BindingFlags bindingFlags, System.Reflection.Binder binder, System.Object target, System.Object[ ] providedArgs, System.Reflection.ParameterModifier[ ] modifiers, System.Globalization.CultureInfo culture, System.String[ ] namedParams) (at <75633565436c42f0a6426b33f0132ade>:0)
UnityEngine.SetupCoroutine.InvokeMember (System.Object behaviour, System.String name, System.Object variable) (at <4746c126b0b54f3b834845974d1a9190>:0)
UnityEngine.InputSystem.LowLevel.<>c__DisplayClass10_0:<set_onBeforeUpdate>b__0(NativeInputUpdateType)
UnityEngineInternal.Input.NativeInputSystem:NotifyBeforeUpdate(NativeInputUpdateType)

This is all im trying to run currently and yet it suddenly started throwing a temper tantrum about OnLook not being found while it clearly exists in the menu. I’ve started a fresh project on the side and this error continues to present itself.

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.InputSystem;

public class PlayerMovement : MonoBehaviour
{
    Rigidbody2D rb;
    Vector2 moveValue;

    private void Awake()
    {
        //On awake we grab the main rigidbody component
        rb = GetComponent<Rigidbody2D>();
    }
    void OnLook(InputAction.CallbackContext callback)
    {
        Debug.Log(callback.ReadValue<Vector2>().normalized);
    }
}

Anyone know anything about this?

The issue cropped up when I accidentally linked a project with an existing Plastics repository and overrode the project.

Nevermind, I was doing it wrong.

private void OnMove(InputValue value)
    {
        moveValue = value.Get<Vector2>();
    }