That happens because construction script is equivalent of class constructor and it only called once when it is place to the world, you would need to override a function that is called when actor is moved in editor. On breaf look on API refrence, there series of function rponcble for editor manipulation in editor
Problem is those functions are only accessible thru C++ and you would need to expose it with your class (if thta possible with override, i never tried that). You can dive deeper in to API you might find some better function to attach to, blueprint accessible functions got blue file icon
There also editor blueprints (not emeber what exacly thy been called) they might help you maybe
I made a small laser device that traces into the world and projects a laser.
The laser is measured in both the event graph and the construction script so you can see the laser while working in the editor.
This works great if you move the device around. You’ll see the laser change length.
However, if you move or change something else, the construction script isn’t called again, and thus you get the following:
So in order to update the lasers, you need to either recompile it, or otherwise cause the construction script to get called again, like moving the laser device or doing something, then undoing it, which also causes reconstruction.
So I was wondering; is there currently implemented a way to cause an actor’s construction script to be called again, when another actor is updated?
I was wondering if you ever found a way to make the actor’s construction script to be called again?
I have a similar situation in which actors postions/rotations are based off of other actors postions/rotations.