I’ve got it set up to where when I load my Actor in the Editor it runs PostInitializeComponents and creates a couple components for me in C++. I am also using PostEditChangeProperty which updates the editor when I change certain properties. It might help to know that in C++ I am using a USTRUCT that holds pointers to the components that I construct in PostEdit. When I compile in editor the Array of structs stays the same but the pointers become null. The pointers all have UPROPERTY.
Everything works fine until I hit Compile in the Editor on the Actors window. It reloads everything and I end up having to change a property in the editor so it updates again. Am I missing some sort of function that I should have in C++ so that when I hit compile in the editor it calls me reload function? I’ve tried PostLoad, OnConstruction…