Link error when extending UEditorBrushBuilder on windows?

When I try to create my custom UEditorBrushBuilder, I get the following link erorr:

Module.ProBuilder.cpp.obj : error LNK2019: unresolved external symbol "public: __cdecl UEditorBrushBuilder::UEditorBrushBuilder(class FObjectInitializer const &)" (??0UEditorBrushBuilder@@QEAA@AEBVFObjectInitializer@@@Z) referenced in function "public: __cdecl UMeshBuilder::UMeshBuilder(class FObjectInitializer const &)" (??0UMeshBuilder@@QEAA@AEBVFObjectInitializer@@@Z)

Module.ProBuilder.cpp.obj : error LNK2001: unresolved external symbol "public: virtual void __cdecl UEditorBrushBuilder::BeginBrush(bool,class FName)" (?BeginBrush@UEditorBrushBuilder@@UEAAX_NVFName@@@Z)

This happens on windows, with all configurations (in visual studio: DebugGame Editor, Development Editor, etc.) but it works fine on mac (under xcode, with Development Editor config).

Here is my *.build.cs file (it should work since I include the UnrealEd module):

	PublicDependencyModuleNames.AddRange(
		new string[]
		{
            "Core",
            "Projects",
            "UMG"
			// ... add other public dependencies that you statically link with here ...
		}
		);
		
	
	PrivateDependencyModuleNames.AddRange(
		new string[]
		{
			"CoreUObject",
			"Engine",
			"Slate",
			"SlateCore",
			"InputCore",
			"UnrealEd",
			"LevelEditor",
            "RenderCore",
            "ShaderCore",
            "RHI",
            "DesktopPlatform",
            "WebBrowser",
            "ProceduralMeshComponent",
    // ... add private dependencies that you statically link with here ...
}
        );

Did you ever solve this? I’m having the same issue currently. I’m using the pre-compiled (launcher) version of the editor if that makes a difference.