FFbxImporter in an editor plugin (LNK2019)

It was a long time ago for a now-abandoned project, but IIRC, I got around this by simply integrating the FBX SDK directly into my project, and properly setting up my Module Rules to include Third Party software.

Also note that the answer below is correct… you could always modify a GitHub source build of the engine to change the export prefixes for the included FFbxImporter. But if you aren’t comfortable with going down that highly error-prone road, simply include the FBX SDK yourself, as described above.