Error LNK2019 & MSB3075 when trying to use an Editor module

Hello everyone. I having a lot of problems to access to the editor modules. Im trying to connect two custom pawn functions with the sequence recorder delegates. I need to execute this functions when i press the rec button in the Sequence Recorder panel. i added de private paths and public paths in the build.cs and i added the addmodules to. In the target.cs file i added the addmodules to. i don’t know whats going on. please help me.
i posting the code in the post.

**Gravedad Código Descripción Proyecto Archivo Línea Estado suprimido
Error LNK2019 sÝmbolo externo “public: static struct FSequenceRecorder & __cdecl FSequenceRecorder::Get(void)” (?Get@FSequenceRecorder@@SAAEAU1@XZ) sin resolver al que se hace referencia en la funci¾n “public: void __cdecl ACustomPawn::InitDependences(void)” (?InitDependences@ACustomPawn@@QEAAXXZ) Tutorial D:\UE4Projects\UE423Test\Tutorial\Intermediate\ProjectFiles\CustomPawn.cpp.obj 1 **

**Gravedad Código Descripción Proyecto Archivo Línea Estado suprimido
Error MSB3075 El comando ““C:\Program Files\Epic Games\UE_4.23\Engine\Build\BatchFiles\Build.bat” TutorialEditor Win64 Development -Project=“D:\UE4Projects\UE423Test\Tutorial\Tutorial.uproject” -WaitMutex -FromMsBuild” salió con el código 5. Compruebe que tiene derechos suficientes para ejecutar este comando. Tutorial C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\Common7\IDE\VC\VCTargets\Microsoft.MakeFile.Targets 44 **

Tutorial.Build.cs:

*using UnrealBuildTool;

public class Tutorial : ModuleRules
{
public Tutorial(ReadOnlyTargetRules Target) : base(Target)
{
PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;

    PrivateIncludePaths.AddRange(
            new string] {
                "C:/Program Files/Epic Games/UE_4.23/Engine/Source/Editor/SequenceRecorder/Private",
                "C:/Program Files/Epic Games/UE_4.23/Engine/Source/Editor/SequenceRecorder/Private/Sections",
            }
            );

    PublicDependencyModuleNames.AddRange(new string] {
        "Core",
        "CoreUObject",
        "Engine",
        "InputCore",
        "GameplayTasks" ,
        "SequenceRecorder",
        "LevelSequence",
        "MovieScene",
        "TimeManagement",
        "SerializedRecorderInterface",
        "MovieSceneTracks"
    });

    PrivateDependencyModuleNames.AddRange(new string] {
        "Core",
        "CoreUObject",
        "SlateCore",
        "Slate",
        "Engine",
        "InputCore",
        "SequenceRecorder",
        "UnrealEd",
        "EditorStyle",
        "Projects",
        "Persona",
        "WorkspaceMenuStructure",
        "PropertyEditor",
        "LevelEditor",
        "MovieScene",
        "MovieSceneTracks",
        "LevelSequence",
        "NetworkReplayStreaming",
        "AssetRegistry",
        "CinematicCamera",
        "EditorWidgets",
        "Kismet",
        "LiveLinkInterface",
        "SerializedRecorderInterface" 
    });

    // Uncomment if you are using Slate UI
    // PrivateDependencyModuleNames.AddRange(new string] { "Slate", "SlateCore" });

    // Uncomment if you are using online features
    // PrivateDependencyModuleNames.Add("OnlineSubsystem");

    // To include OnlineSubsystemSteam, add it to the plugins section in your uproject file with the Enabled attribute set to true
}

}*

Tutorial.Target.cs:

*using UnrealBuildTool;
using System.Collections.Generic;

public class TutorialTarget : TargetRules
{
public TutorialTarget(TargetInfo Target) : base(Target)
{
Type = TargetType.Game;

    ExtraModuleNames.AddRange( new string] { "Tutorial", "SequenceRecorder" } );
}

}*

CustomPawn.h:
*#pragma once

#include “CoreMinimal.h”

#include “UObject/ObjectMacros.h”
#include “Kismet/BlueprintFunctionLibrary.h”
#include “Modules/ModuleManager.h”
#include “GameFramework/Pawn.h”
#include “CustomPawn.generated.h”

//class UMovieSceneSequence;

UCLASS()
class TUTORIAL_API ACustomPawn : public APawn
{
GENERATED_BODY()

public:
// Sets default values for this pawn’s properties
ACustomPawn();

protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;

public:
// Called every frame
virtual void Tick(float DeltaTime) override;

// Called to bind functionality to input
virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
UFUNCTION()
    void InitDependences();
UFUNCTION()
    void OnRec(UMovieSceneSequence* movie);
UFUNCTION()
    void OnStop(UMovieSceneSequence* movie);
//FSequenceRecorder* recorderRef;

};*

CustomPawn.cpp:
*#include “CustomPawn.h”
#include “SequenceRecorder.h”
#include “SequenceRecordingBase.h”

// Sets default values
ACustomPawn::ACustomPawn()
{
// Set this pawn to call Tick() every frame. You can turn this off to improve performance if you don’t need it.
PrimaryActorTick.bCanEverTick = true;
//FModuleManager::Get().LoadModule(TEXT(“SequenceRecorder”));
}

// Called when the game starts or when spawned
void ACustomPawn::BeginPlay()
{
Super::BeginPlay();

UE_LOG(LogTemp, Warning, TEXT("atempting to take a reference of a Sequence Recorder"));

//FSequenceRecorder::Get().OnRecordingStartedDelegate.AddUObject(this, &ACustomPawn::OnRec);
//FSequenceRecorder::Get().OnRecordingStartedDelegate.AddUObject(this, &ACustomPawn::OnStop);

}

// Called every frame
void ACustomPawn::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
}

// Called to bind functionality to input
void ACustomPawn::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
{
Super::SetupPlayerInputComponent(PlayerInputComponent);

}

void ACustomPawn::InitDependences() {
if (FModuleManager::Get().IsModuleLoaded(TEXT(“SequenceRecorder”))) {
FSequenceRecorder::Get().OnRecordingStartedDelegate.AddUObject(this, &ACustomPawn::OnRec);
FSequenceRecorder::Get().OnRecordingStartedDelegate.AddUObject(this, &ACustomPawn::OnStop);
}
//FSequenceRecorder::Get().ClearQueuedRecordings();
}

void ACustomPawn::OnRec(UMovieSceneSequence* movie) {
//if (GEngine)GEngine->AddOnScreenDebugMessage(-1, 15.0f, FColor::Yellow, TEXT(“Start ■■■■”));
}

void ACustomPawn::OnStop(UMovieSceneSequence* movie) {
//if (GEngine)GEngine->AddOnScreenDebugMessage(-1, 15.0f, FColor::Yellow, TEXT(“Stop ■■■■”));
}*