Okay, found out how to do it. Below is an example for anyone who is interested in doing the same thing. Just make sure your script is inside of Editor/ folder and you will be able to import BehaviorDesigner.Editor
using BehaviorDesigner.Runtime;
using BehaviorDesigner.Editor;
using BehaviorDesigner.Runtime.Tasks;
using Sirenix.OdinInspector;
using UnityEditor;
using UnityEngine;
[CreateAssetMenu(fileName = "Ability", menuName = "Scriptable Objects/AutomateBtScript", order = 1)]
public class AutomateBtScript : ScriptableObject
{
[Button]
public void CreateBehaviorTree()
{...