Hard to say what to do without seeing an example of your problem.
I know that all built-in nodes made in C++ had to be made as if they were in tool mode (because
tool is just a scripting helper thing, in reality nodes all run in editor like in game but their editor-only code is within
if blocks), so what happens is, some of the logic may be in the node if it makes sense, but also many other things (such as gizmos or edit menus) can go into the
When I made a terrain plugin, the terrain node didn't have much to worry about in the editor, because it works exactly the same in game (so what you see is what you get).
On the other hand, almost all edition logic is outside, within other objects owned by the
Could you provide an example of the problem you are having?