Packaging custom K2 node (which uses UnrealEd)

I had made a custom blueprint node based off of AI Move To a while ago, and today I attempted to package my game and ran into some trouble. It seems you cannot have UnrealEd in your dependencies and package a game. So I read about moving the UnrealEd stuff into an Editor-only module. It worked right up until I tried to package again, which no longer failed because of UnrealEd but because the node in my blueprint couldn’t be found (since the module using UnrealEd wasn’t included in the packaged build). I then tried to revert and all my blueprints were corrupted and I had to basically delete my entire AI and try to rewrite it from memory.

Is it possible to build a K2 node and still package the game somehow? At this point I just deleted the node and used AI Move To, which causes a few bugs but nothing terrible for a prototype. I’m curious, though.

Yes it should go in an editor module. There shouldn’t be a problem with it not being found - blueprints themselves do not get packaged, only the resulting class that is generated from them. So it sounds like there was some other issue with how you had set it up.

I see, thanks. I figured I was doing something wrong but there’s definitely not much info to work with. The problem may have had to do with the fact that I was subclassing stuff from the BlueprintGraph module for the node’s logic which I think is also editor-only. If I ever try again I’ll start with the module and package regularly to make sure I’m doing it right.