UnrealEd Dependency Causes Package Failure

I was able to resolve this by checking if the build was an editor build before including ‘UnrealEd’ dependency and wrapping the code that depends on it with #if WITH_EDITOR



        if (UEBuildConfiguration.bBuildEditor)//we only want this to be included for editor builds but not packaged builds
        {
            PublicDependencyModuleNames.AddRange(
                new string] {
                    "UnrealEd",
			    }
            );
        }




#if WITH_EDITOR
#include "LevelUtils.h"
#include "LevelEditor.h"
#endif
...

bool ADoWPlayerController::IsGameMultiplePIE()
{
	bool IsGamePie = (GetWorld()->WorldType == EWorldType::PIE);
	bool IsDedicated = false;
	int32 NumberOfClients = 0;

#if WITH_EDITOR
	ULevelEditorPlaySettings* PlayInSettings = Cast<ULevelEditorPlaySettings>(ULevelEditorPlaySettings::StaticClass()->GetDefaultObject());
	PlayInSettings->GetPlayNetDedicated(IsDedicated);
	PlayInSettings->GetPlayNumberOfClients(NumberOfClients);
#endif

	return IsGamePie && (NumberOfClients > 1 || IsDedicated);
}


Thank you Michael for the help!

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