AnimGraphNode giving Unresolved Symbol error

Another day, another animgraph node question. I swear, the anim blueprint hates me or something.

Anyway, to get to the point; I have a set of anim graph nodes that work, but are all present within the main game module. Today I found out that apparently causes massive problems doing a test on packaging my game and made me unable to actually package it.

Because of this I tried moving the animgraph nodes into my editor module, but now everytime I try to compile them I end up with linking errors and no matter what I do, they just won’t go away.

TestNode.h
#pragma once

#include "AnimGraphNode_Base.h"
#include "PA_AnimNode_TranslateRotateMesh.h"
#include "AnimGraphNode_TestNode.generated.h"

/**
 * 
 */
UCLASS()
class PIRATESADVENTUREEDITOR_API UAnimGraphNode_TestNode : public UAnimGraphNode_Base
{
	GENERATED_BODY()

	UPROPERTY(EditAnywhere, Category = "This is a test")
		FPA_AnimNode_TranslateRotateMesh Node;

public:

	UAnimGraphNode_TestNode();

	// UEdGraphNode interface
	virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override;
	virtual FText GetTooltipText() const override;
	virtual FString GetNodeCategory() const override;
	virtual FLinearColor GetNodeTitleColor() const override;
	// End of UEdGraphNode interface
};

TestNode.cpp

#include "PiratesAdventureEditor.h"
#include "AnimationGraphSchema.h"
#include "AnimGraphNode_TestNode.h"

#define LOCTEXT_NAMESPACE "AnimGraphNode_TestNode"

UAnimGraphNode_TestNode::UAnimGraphNode_TestNode()
{

}

//Title Color!
FLinearColor UAnimGraphNode_TestNode::GetNodeTitleColor() const
{
	return FLinearColor(0.f, 0.5f, 0.5f);
}

//Node Category
FString UAnimGraphNode_TestNode::GetNodeCategory() const
{
	return FString("Editor");
}

//Node Tooltip
FText UAnimGraphNode_TestNode::GetTooltipText() const
{
	return LOCTEXT("PA_AnimGraphNode_LaunchCharacter_ToolTip", "Editor Module Node Test");
}

//Node Title(Needs to be updated now since node is much more versatile)
FText UAnimGraphNode_TestNode::GetNodeTitle(ENodeTitleType::Type TitleType) const
{
	return LOCTEXT("AnimGraphNode_LaunchCharacter_Title", "Le Test Node");

}

#undef LOCTEXT_NAMESPACE

I have tried a variety of variations on it. Removing the UClass and all related things (this way it compiles, but won’t show up in the editor), as well as adding MinimalApi instead of PIRATESADVENTUREEDITOR_API and a bunch of others, which result in unresolved symbols.

I found that the problem lies with the FPA_AnimNode_TranslateRotateMesh variable. If this one is commented out, everything compiles normally (it will also show up in the editor, but only as a node with nothing but a title). The problem is that I have already made sure that the main module is included in the editor.build.cs’s dependency modules (both private as well as public), and I have seen the above node reference working as well (since I am using it for a different node that currently is still present within the main module).

Since my game relies on custom nodes quite a bit, I really need this problem solved. Anyone got any clues?

Solved the issue. Turns out I forgot to put MYGAME_API in the AnimNode classes. As long as I didn’t do that, the classes wouldn’t be visible to other modules.