The editor is the game, paused
Most game editors are a separate application that happens to produce your game. Ours is not. Edit, Preview and the published build all run the same renderer and the same scene. Preview is Edit with the camera let loose.
Why that matters
There is no export step between placing an object and seeing it behave. Move a light, adjust a trigger volume, wire a rule, press Preview and you are standing in the result, not waiting for a build to catch up.
What it costs
Keeping one runtime honest across authoring and play is harder than maintaining two. Every editor feature has to work inside the same constraints the shipped game runs under, which is exactly the discipline that keeps Preview from lying to you.
It is also why we can say a project you preview is the project your players will see, not an approximation of it.