They’re testing out the changes for C++ projects on the learn tab this week, and I’ll be getting the description/banner image/etc… stuff over to them tomorrow, so hopefully soon.
UnrealEd is sort of the data model owner, and LevelEditor is the module for working with the level editor viewports/etc… It depends on exactly what you’re trying to do, but a lot of the time you can get away with just depending on UnrealEd (plus the common ones like PropertyEditor or AssetRegistry if you need to deal with them). GEditor (of type UEditorEngine (actually UUnrealEdEngine but you shouldn’t rely on that in general)) is the core bit, letting you get access to the selection state / etc…
What exactly are you trying to make?
Cheers,