Automation Spec how to access UWorld and other properties

Hi guys I was wondering if anybody could help push me in the right direction with Automation Spec tests.

I was trying to use this approach as it is familiar to me as a web dev but I seem to can’t figure out how to access things like UWorld instance. Outside of tests I am using GetWorld() function and in the classic automation tests there is a option for creating one like so FAutomationEditorCommonUtils::CreateNewMap();.
But spec test won’t let me use this function complaining about unresolved external symbol even when I have included the right header.

Is there a different way of accessing such objects in spec files or other utility class which should be used?
Or are spec tests simply not meant to access these engine specific features?
Any help is really appreciated.
Thank you.

EDIT:
Solved with: Make sure you’ve added UnrealEd as a private dependency in your module build.cs

Correct answer was:

Make sure you’ve added UnrealEd as a private dependency in your module build.cs

1 Like