Unresolved external when deriving from FViewportClient

Hi, I’m trying to create an own ViewportClient, but as I derive from FViewportClient I get the following message:

Module.Carla.2_of_3.cpp.obj : error LNK2019: Verweis auf nicht aufgel敗tes externes Symbol “”__declspec(dllimport) public: bool __cdecl FKey::IsGamepadKey(void)const " (_imp?IsGamepadKey@FKey@@QEBA_NXZ)" in Funktion ““public: virtual bool __cdecl FViewportClient::InputKey(struct FInputKeyEventArgs const &)” (?InputKey@FViewportClient@@UEAA_NAEBUFInputKeyEventArgs@@@Z)”.
Module.Carla.2_of_3.cpp.obj : error LNK2019: Verweis auf nicht aufgel敗tes externes Symbol “”__declspec(dllimport) public: __cdecl FKey::~FKey(void)" (_imp??1FKey@@QEAA@XZ)" in Funktion ““public: virtual bool __cdecl FCameraViewportClient::InputAxis(class FViewport *,int,struct FKey,float,float,int,bool)” (?InputAxis@FCameraViewportClient@@UEAA_NPEAVFViewport@@HUFKey@@MMH_N@Z)”.
Module.Carla.2_of_3.cpp.obj : error LNK2019: Verweis auf nicht aufgel敗tes externes Symbol “”__declspec(dllimport) public: __cdecl FKey::FKey(struct FKey const &)" (_imp??0FKey@@QEAA@AEBU0@@Z)" in Funktion ““public: virtual bool __cdecl FViewportClient::InputKey(struct FInputKeyEventArgs const &)” (?InputKey@FViewportClient@@UEAA_NAEBUFInputKeyEventArgs@@@Z)”.
Module.Carla.2_of_3.cpp.obj : error LNK2001: Nicht aufgel敗tes externes Symbol ““public: __cdecl FKey::~FKey(void)” (??1FKey@@QEAA@XZ)”.
D:\carla\Unreal\CarlaUE4\Plugins\Carla\Binaries\Win64\UE4Editor-Carla.dll : fatal error LNK1120: 4 nicht aufgel敗te Externe

This is the relevant code:

class FCameraViewportClient : public FViewportClient

{

public:

    /** FViewportClient interface */

    /**

    * Execute Draw each tick

    * This is the place for issue draw cumments and start rendering

    */

    virtual void Draw(FViewport* Viewport, FCanvas* Canvas) override;

    virtual bool InputKey(FViewport* Viewport,int32 ControllerId,FKey Key,EInputEvent Event,float AmountDepressed = 1.f,bool bGamepad=false) override;

    virtual bool InputAxis(FViewport* Viewport,int32 ControllerId,FKey Key,float Delta,float DeltaTime,int32 NumSamples=1,bool bGamepad=false) override;

    virtual bool InputGesture(FViewport* Viewport, EGestureEvent GestureType, const FVector2D& GestureDelta, bool bIsDirectionInvertedFromDevice) override;

    virtual UWorld* GetWorld() const override { return nullptr; };

    virtual void RedrawRequested(FViewport* Viewport) override { Viewport->Draw(); };

    virtual void SetTextureRenderTarget(UTextureRenderTarget2D* InTextureRenderTarget2D);

private:

    TWeakObjectPtr<UTextureRenderTarget2D> TextRenderTarget2D = 0;

};

Help would be appreciated!

Sorry, unnecessary topic, should have googled first.
Solution: Adding InputCore to dependencies in Build.cs.