In the .Build.cs file for whatever you’re working on, they’ll be a list of PrivateDependencyModuleNames and you’ll likely just need to add “UnrealEd” to that list (alternatively it may need to go into PublicDependencyModuleNames depending on where/how you’re using it).
For more information on UBT module dependencies, see: What is the difference between PublicDependencyModuleNames and PrivateDependencyModuleNames - Plugins - Epic Developer Community Forums
I’m curious about how you managed to include UnrealEd.h without that though, so perhaps you already have it.