Build.cs Plugin Includepaths

using UnrealBuildTool;
using System.IO;

public class RankedGamingUE4 : ModuleRules
{
	private string ModulePath
        {
            get { return Path.GetDirectoryName(RulesCompiler.GetModuleFilename(this.GetType().Name)); }
        }

	public RankedGamingUE4(TargetInfo Target)
	{
		PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore" });

	        // Async Web Requests
	        PrivateDependencyModuleNames.AddRange(new string[] { "Http" });

        	// UMG UI Components
        	PrivateDependencyModuleNames.AddRange(new string[] { "UMG" });

		// Slate UI
		PrivateDependencyModuleNames.AddRange(new string[] { "Slate", "SlateCore" });
		
		// RGAPI Include Paths
		/*PrivateIncludePaths.Add( Path.GetFullPath( Path.Combine( ModulePath, "RGAPI/include/core" ) ) );
		PrivateIncludePaths.Add( Path.GetFullPath( Path.Combine( ModulePath, "RGAPI/include/external" ) ) );
		PrivateIncludePaths.Add( Path.GetFullPath( Path.Combine( ModulePath, "RGAPI/include/public" ) ) );*/

		PrivateIncludePaths.Add( "RGAPI/include/core" );
		PrivateIncludePaths.Add( "RGAPI/include/external" );
		PrivateIncludePaths.Add( "RGAPI/include/public" );
	}
}

This is the build.cs that I made. Now the problem is that it doesn’t add the absolute include path, so inside VS i end up with “…/…/Plugins/RankedGamingUE4/Source/RGAPI/include/core” for example and it fails to include from source. How do I fix that?