Hey, just wondering, have you guys thought about dynamic linking in the editor? Probably the biggest annoyance the community has with writing C++ is that it all comes crashing down when our code segfaults, which as I understand it, is a limitation you can’t overcome when you compile our game’s classes statically linked to the builtin editor objects. If we dynamically linked against the editor objects somehow, might it be possible to decouple the editor code and game code a bit, and thus simpler to hotlink updated game code in the same debugging session, debug in LLDB, and wrap all our custom game calls in a signal handler to more gracefully recover in the event of a signal like SIGSEGV? Apologies if this is frivolously impossible, just thought it might be an idea.