Working code from 2020.
*.Build.cs:
using UnrealBuildTool;
public class TanksVr : ModuleRules
{
public TanksVr(ReadOnlyTargetRules target) : base(target)
{
PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
bEnforceIWYU = true;
PublicDependencyModuleNames.AddRange(new ]
{
"Core",
"CoreUObject",
"Engine",
"PhysXVehicles",
"HeadMountedDisplay",
"InputCore",
"Networking",
"Sockets",
"Json",
"JsonUtilities",
"GameplayAbilities",
"GameplayTags",
"GameplayTasks",
"AIModule",
});
if (target.bBuildEditor)
{
PublicDependencyModuleNames.AddRange(new ]
{
"UnrealEd",
});
}
}
}
Somewhere in code:
#if WITH_EDITOR
#include "UnrealEd.h"
#endif
......
void ATankSpawnPointSelector::UpdateDrawing()
{
#if WITH_EDITOR
if (GEditor != nullptr)
{
GEditor->RedrawLevelEditingViewports();
}
#endif
}