Plugin Types & Content Availability

I recently ‘forked’ a project of mine into a plugin to make it easier to add to projects. It includes a number of C++ classes that are purely ‘content’, or a ‘function library’ of sorts. It has no functionality within the editor.

I’m currently struggling with an inability to access any data from within plugin classes in Animation Blueprints. I can sucessfully cast to the class, but any BlueprintPure/BlueprintCallable functions from within that class are just not available in the Animation Blueprint… which sucks because they’re used to drive animations :stuck_out_tongue:

I’ve narrowed it down to the plugin’s Type ( Runtime , RuntimeNoCommandlet , Developer , Editor , EditorNoCommandlet , Program), as copy-pasting an unavailable blueprint node into an AnimBP and compiling results in an error that reads Cannot use the editor function "GetMovementState" in this runtime Blueprint. Only for use in Editor Utility Blueprints and Blutilities.

I’m confused as to why that’s the error i’m getting, given that I’m completely capable of using these functions outside of the Animation blueprint in what I presume are ‘runtime’ blueprints.

Would I need to separate my plugin into multiple modules, or is there a single plugin type that would let the plugin’s ‘Source’ folder act in the same way as content located in the project’s ‘Source’ folder?

Thanks for your help ^^