How to ship build with Editor files in project?

I am running into a similar issue where I am trying to allow Blutility to exist in my actual project, instead of making a mock up project containing Blutilities and transferring assets between the two as I run my blutility scripts on them.

Unreal documentation on creating separate modules (especially in regards to blutilities) is completely out of date and/or non-existent. I’ve followed the following to the letter, and now I can’t even get the C++ to compile, let alone run the Unreal project to make builds. I have yet to find any other source that provides reliable/viable information regarding how to properly set up a separate module.