How do I properly Build a Level in Lyra

I’ll explain how to replicate this error. Let’s say you create a new plugin named “Test Assets,” and in its content, you add 8 simple StaticMeshes created in Blender. If you open the level L_Expanse located in the ShoterMaps plugin and add the meshes to the level, they will be able to be placed. However, when you try to save or compile the shaders, many errors will appear in your LOG. To stop these errors from appearing, you must add your new plugin “Test Assets” as a dependency in the array shown in the previous image.

This is not specific logic of the Lyra Project but rather a standard behavior of Unreal Engine itself. In a large project like Lyra, this functionality is very useful when working on games with different types of inventories or characters with completely different gameplay. For example, in a game like League of Legends with over 150 characters, you could have a Chinese developer working on Jinx and a Canadian developer working on Atrox, and they wouldn’t even need to communicate directly. This plugin system is very useful for large projects, although it can be confusing in simpler projects.