c++ classes in plugins

I am having a bear of a time with something. I’m trying to declare a texture2d to use as an icon in a basic data asset c++ class for a plugin. Apparently UE doesn’t like this, and won’t build the plugin. I’m at a loss on why or how to fix it.

** GENERATED_BODY()
public:

UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = General)
	FText Name;

UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = General)
	FText Description;**
    UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = General)
      TAssetPtr<UTexture2D> Icon;

That last line works just fine outside of a plugin.