Editor and Runtime versions of the same plugin/library ?

I see. I guess I’ve hit a very hard bump then. :slight_smile:
I wanted to get the current LOD being drawn, since it looks like all the methods to get it are “broken” (namely, MeshComponent->PreviousLODLevel always returns 0).
So I managed to get the info, both InEditor and in PIE… but only if the library plugin is an Editor module. If I strip the UnrealEd reference and compile it as a Runtime lib, I lose the ability to get the LOD level during Simulation in Editor.

It bugs me, and it kinda sucks… :confused: :slight_smile: