Where are these With Editor and Is Shipping nodes that you speak of? I’ve tried adding using them in Blueprint in 4.24 but these nodes don’t exist. I’ve unticked Context Sensitive too, but they still don’t show up?
If that is your plugin, you should make it 100% clear on the marketplace page if the plugin requires the project to support C++ or not. Right now, to me it seems as if it does, which disqualifies it for us.
The solution I posted works for those who do not wish to have C++ at all.
I know this is a blueprint question but with a few C++ lines you can get very precise results, see here How to check if game is running - #12 by tuatec. Maybe someone will find this useful as well, it took me quite some time to figure this out.
To add to this, the complete code for this would be (for UE5 and onward):
Assuming you’ve made a header file named “CommonUtilsBlueprintLibrary”, this would work out of the box and provide you with a globally callable BP function named “RunningInPIE”.
class UCommonUtilsBlueprintLibrary: public UBlueprintFunctionLibrary
//! Allow the blueprint to determine whether we are running with the editor or not
UFUNCTION(BlueprintPure, BlueprintCallable, Category = "CommonUtilsFunctionLibrary")
static bool RunningInPIE()