Disclaimer: I am aware of the fact that this question was already asked on the forum, but I have a different, strict case, description of which I could not find anywhere on the Internet.
I am currently working on a project, where my game’s logic is being provided after the actual core engine/editor is already compiled (Long story short: I am using Urho as a library in order to provide JIT C++ mod support), and because of that, there is no way for me to actually register anything afterward in a code form. As far as I am aware, the editor does not REALLY need the class implementation, since it simply assigns component names to nodes, and allows to edit their attributes. When I was working with Source engine, they used a technique with a declaration of the class name, and its attributes in a separate text file, which the engine afterward used to supply logic for by providing backend C++ implementation. Could anybody help me out with this one? I am currently using variable editor per node in my prefabs in order to emulate this behavior, but I would really like to provide a better editor experience to modders of the game.
Edit: My current solution is going to be a compilation of core game/mods into a separate library, then linking that library to UrhoPlayer and compiling it in order to provide all the necessary codebase/registrations that would be needed by the editor to use components properly.