Editing a Spline as part of a Blueprint Construction Script .. (UE5.4)

I reported the issue initially and added a fix in the engine’s SplineVisualizer Component’s HandleInputDelta

Just after TransformSelectedKeys and called PostEditMove() on the actor there.

			// Transform the spline keys using an EPropertyChangeType::Interactive change. Later on, at the end of mouse tracking, a non-interactive change will be notified via void TrackingStopped :
			// FIX_BEGIN

			// replace
			// return TransformSelectedKeys(EPropertyChangeType::Interactive, DeltaTranslate, DeltaRotate, DeltaScale);

			// with
			bool Result = TransformSelectedKeys(EPropertyChangeType::Interactive, DeltaTranslate, DeltaRotate, DeltaScale);

			if (AActor* OwnerActor = SplineComp->GetOwner())
			{
				OwnerActor->PostEditMove(true);
			}

			return Result;
			// FIX_END

Doesn’t fix the issue for all other components as it seems a refactor happened and the class that emits these events in the editor got swapped out under the hood.

But it does fix it specifically for splines.

but this does sadly require an engine change. :frowning_face: