VFX not spawning on SimObject after build?

Hi All, We have a static simobject with a node to attach a effect. It all
works as it should in Dev mode. When the package is built and tested with it
in the Community folder, the effect does not spawn. Whilst the ‘flight’ is
still open at the test airport, switching to Dev mode and opening the project:
The effect WILL spawn if the EffectLib project is opened in the effect editor,
and the effect .xml simply selected (nothing else done) as shown behaving
correctly in the screenshot below:

We’ve double, triple, quadruple
checked everything is configured correctly according to the SDK and samples,
and it all looks good, and correct. We’ve also built the project from the
Project Editor, and using the fspackage tool, with both creating the same
missing effect in the final build. Additional Information: We have changed
the FX GUID ID to another effect we have in an unrelated project in the
Community folder, and that effect spawns as it should, confirming our
behaviors etc. are set up as they should be. - Confirmation that if the
effect is compiled in a separate stand alone project, it will spawn when
referenced by our airport project. The issue seems to be related to when the
effect is compiled as an asset in our scenery project. We’re still using SDK
0.18.0 as this is intended as a commercial product and our first for the MS
Marketplace. Any help would be greatly appreciated, all the best, Chris

To keep in the habit of answering our own questions, I believe we have found
out what the problem was… Directory Structure? Our original effects path
was: /VisualEffectLibs/WBGR_Effects/ * effect files * The above works in the
Effect Editor without any issues as such, but no effects spawn at runtime.
When we created the stand alone effect using the project editor we noticed the
path was different: /VisualEffectLibs/thesecretstudio/WBGR_Effect/ * effect
files * Following this structure we pulled the effects back into our project
as an asset, built and runtime tested, with the effect finally spawning
correctly. We’re guessing that’s what it was as everything else is identical?
SDK FX docs could do with a bit of an update. All the best Chris

@MagnanimousHippo FYI