EditorApplySpline is not accessible via C++

Header:

 #pragma once
    #include "Classes/Components/SplineComponent.h"
    #include "Runtime/Engine/Classes/Components/SplineMeshComponent.h"
    #include "Runtime/Landscape/Classes/LandscapeProxy.h"
    #include "BuildingModGen.h"
    #include "GameFramework/Actor.h"
    #include <string>
    #include <vector>
    #include <iostream>
    #include <fstream>
 
    #include <windows.h>
    #include <conio.h>
    #include "CityPathBuilder.generated.h"
    
    using namespace std;
    
    UCLASS()
    class RPGSYSTEM_DEMO_API ACityPathBuilder : public AActor
    {
    	GENERATED_BODY()
    	
    public:	
    	
    	UPROPERTY()
    		USplineComponent * PathRoot;
    	UPROPERTY()
    		USplineComponent* _LSpline;
    	UPROPERTY()
    		USplineComponent* _RSpline;
    
    	UFUNCTION(BlueprintCallable, Category = "CityPath")
    		void UpdateBuildingTerrain();
    
    
    
    };


CPP File: 


#include "RPGSystem_Demo.h"
#include "CityPathBuilder.h"

#include "Runtime/Landscape/Classes/Landscape.h"

void ACityPathBuilder::UpdateBuildingTerrain(){
	if (TerrTarget != nullptr){
		UE_LOG(LogTemp, Log, TEXT("ACityPathBuilder:TerrTarget is not set, please set."));
		return;
	}
	ALandscapeProxy::EditorApplySpline
	if (_RSpline != nullptr){
		TerrTarget->EditorApplySpline(_RSpline, BuildingTerrWidth, BuildingTerrWidth, BuildingTerrFalloff, BuildingTerrFalloff);
	}

	if (_LSpline != nullptr){
		TerrTarget->EditorApplySpline(_LSpline, BuildingTerrWidth, BuildingTerrWidth, BuildingTerrFalloff, BuildingTerrFalloff);
	}

	if (PathRoot != nullptr){
		TerrTarget->EditorApplySpline(PathRoot, BuildingTerrWidth, BuildingTerrWidth, BuildingTerrFalloff, BuildingTerrFalloff);
	}
}