Getting Editor execution path in Build.cs

How can I get a path of UE4Editor executable in my Build.cs file?
I’ve looked for Unreal Build Tool’s RulesCompiler.cs, but didn’t find anything suitable for that purpose.
Is this even possible before runtime on build stage?

I’ve tried to find way to get executable path directly, but didn’t find anything.
I’m using BuildConfiguration.RelativeEnginePath for now, that does the trick.