How to make an EditorUtilityWidget open/run via C++

Better fix like this:

	"Plugins": [
...
		{
			"Name": "EditorScriptingUtilities",
			"Enabled": true
		}
	]

and

		PublicDependencyModuleNames.AddRange(
			new string[]
			{
...
                "EditorScriptingUtilities",
...
			}
			);