Using FFbxExporter for UStaticMesh export

Hello everyone!
I’m writing own plugin for export meshes from UE and I’ve got a problem. After including “Private/FbxExporter.h” to my cpp for using FBX API in code like in this way

    UStaticMesh* existingMesh = staticMeshComponent->GetStaticMesh();
    UnFbx::FFbxExporter* exporter = UnFbx::FFbxExporter::GetInstance();
    exporter->CreateDocument();
    exporter->ExportStaticMesh(existingMesh);
    exporter->WriteToFile(*myPath);

during the build process I’ve get a bunch of errors like here

I want to use this feature only in editor, not at runtime. What I’m doing wrong? Maybe I forget to write something in my .build files or usage of this API is impossible?

MyPlugin.build.cs file looks like this:

 // Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.

using UnrealBuildTool;

public class MyPlugin : ModuleRules
{
    public MyPlugin(TargetInfo Target)
	{
		
		PublicIncludePaths.AddRange(
			new string[] {
				"MyPlugin/Public"
			}
			);
				
		
		PrivateIncludePaths.AddRange(
			new string[] {
				"MyPlugin/Private",
			}
			);
			
		
		PublicDependencyModuleNames.AddRange(
			new string[]
			{
				"Core",
			}
			);
			
		
		PrivateDependencyModuleNames.AddRange(
			new string[]
			{
				"Projects",
				"InputCore",
				"UnrealEd",
				"LevelEditor",
				"CoreUObject",
				"Engine",
				"Slate",
				"SlateCore",
				"Json",
				"DesktopPlatform", 
				"RawMesh",
				"MaterialEditor",
				"AssetTools",
                "FBX"
			}
			);
		
		
		DynamicallyLoadedModuleNames.AddRange(
			new string[]
			{
			}
			);
    }
}

Thx in advance!