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Link error updating original material via code

My plugin button creates material expression nodes and connects them. All i've left to do is update my original material with FMaterialEditor::UpdateOriginalMaterial() method. But i getting link 2019 error. However, if i call CloseWindow(), it prompts to save edits, whitch calls the same FMaterialEditor::UpdateOriginalMaterial() and it works. I guess something wrong with my build.cs or includes? What did i forgot to do?

p.s. I did not edit build.cs at all. Please, help

 #include "ModuleManager.h"
 #include "SlateBasics.h"
 #include "SlateExtras.h"
 #include "FixMaterialsStyle.h"
 #include "FixMaterialsCommands.h"
 #include "LevelEditor.h"
 #include "AutomationEditorCommon.h"
 #include "AutomationEditorPromotionCommon.h"
 #include "AssetSelection.h"
 #include "Engine.h"
 #include "Editor.h"
 #include "Editor/MaterialEditor/Public/IMaterialEditor.h"
 #include "Editor/MaterialEditor/Private/MaterialEditor.h"
 #include "AssetEditorManager.h"
 #include "AssetEditorToolkit.h"
 #include "Materials/MaterialExpressionConstant3Vector.h"

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Product Version: UE 4.9
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asked Nov 10 '15 at 07:51 PM in C++ Programming

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I've found the solution how can i save assets via code. Using FAssetEditorToolkit::SaveAsset_Execute(). This is how i access protected members:

 class MyMaterialEditor: private FMaterialEditor
     void SaveMaterial() { this->SaveAsset_Execute(); };

And then:

 MyMaterialEditor* myEdit = (MyMaterialEditor*) CurrentMaterialEditor;
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answered Nov 17 '15 at 08:40 AM

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