# Get the number of players from PIE?

**URL:** <https://forums.unrealengine.com/t/get-the-number-of-players-from-pie/737925>\
**Category:** Blueprint\
**Tags:** unreal-engine, question\
**Created:** [December 28, 2022, 10:27pm UTC](https://forums.unrealengine.com/t/get-the-number-of-players-from-pie/737925 "2022-12-28T22:27:17Z")\
**Posts on this page:** 1\
**Showing post:** 14

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**Author:** ![flippyflops.l7d](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@flippyflops.l7d](https://forums.unrealengine.com/u/flippyflops.l7d)\
**Post date:** [October 19, 2024, 4:45pm UTC](https://forums.unrealengine.com/t/get-the-number-of-players-from-pie/737925/14 "2024-10-19T16:45:45Z")

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nvm, I found another post describing how to do this:

> [@How to deal with Editor-only Modules in non-Editor build targets?](https://forums.unrealengine.com/t/how-to-deal-with-editor-only-modules-in-non-editor-build-targets/1340279/3):
>
> Okey, found the solution, here: Changing module “Type” did nothing in my case. I merged the two modules back to only one and used the following condition in [plugin].Build.cs : if (Target.bBuildEditor) { PublicDependencyModuleNames.AddRange(new string[]{"UnrealEd",}); } I also had to wrap every header that comes from “UnrealEd” with #if WITH\_EDITOR My project finally compiles to Shipping relieved

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