Yeah, something like that. But that works to diferentiate Shipping or Development packages, but not to discriminate between Editor or Packaged game play.
What I want to do is activate the event construct of BPs when in editor, but those code to be ignored on package. At this point my best woraround is I manually switch on a checkbox (exposed boolean) on any BPactor I want to edit, that filters the EventConstruct flow on that BP, and don’t forget to switch it off again when I finish editing.
Not too bad, but I have some other twaks to do at game setup everytime I package. Would love to automate all this, I’m to spend 7-8 weeks working with this system…