Why is my custom Blueprint node not visible?

I made a C++ code for a custom blueprint node, but I can’t see it in the graph editor. Did I forget to do something. This is my code.

Header

#pragma once
#include "EdGraph/EdGraphNode.h"
#include "EdGraph/EdGraphSchema.h"
#include "RenderViewToTexture.generated.h"

/**
 * 
 */
UCLASS()
class URenderViewToTexture : public UEdGraphNode
{
	GENERATED_UCLASS_BODY()

	UFUNCTION(BlueprintPure, meta = (HidePin = "Render View to Texture", DefaultToSelf = "Render View to Texture", FriendlyName = "Render View to Texture", CompactNodeTitle = "Render", Keywords = "render view texture camera"), Category = "Test")
		static float RenderView(UCameraComponent* cameraView);
	
};

CPP:

#include "Coding.h"
#include "RenderViewToTexture.h"

URenderViewToTexture::URenderViewToTexture(const class FPostConstructInitializeProperties& PCIP)
	: Super(PCIP)
{

}

float URenderViewToTexture::RenderView(UCameraComponent* cameraView)
{
	return 1;

}

I finally got it to work, though I left in the constructor in the cpp because it gave a bunch of errors without it.

Thanks a lot, cancel.

Though all the tutorials I found used EdGraphNode.h and EdGraphSchema.h. Was there a recent change or is something else?