Editing(adding, moving, removing) points of a USplineComponent component in the editor does not trigger the OnConstruct event in the owner actor for UE 5.4.1 version.

Steps to Reproduce:

  1. Create a C++ actor

  2. Create a USplineComponent property

UPROPERTY(BlueprintReadOnly, Category = “SplineCraft”)
USplineComponent* SplineComponent;

2.1 Constructor & event OnConstruction
ASplineCraftLiteActor::ASplineCraftLiteActor()
{
PrimaryActorTick.bCanEverTick = true;

DefaultRootComponent = CreateDefaultSubobject<USceneComponent>(TEXT("DefaultRootComponent"));
SetRootComponent(DefaultRootComponent);

SplineComponent = CreateDefaultSubobject<USplineComponent>(TEXT("SplineComponent"));
SplineComponent->SetupAttachment(DefaultRootComponent);

}

void ASplineCraftLiteActor::OnConstruction(const FTransform& Transform)
{
Super::OnConstruction(Transform);

BuildCraft();

}

  1. Create a BP that derives from the actor

  2. Place the actor on the level. Start adding or moving spline points.

Expected Result:

The OnConstruct event in the owner actor must be called.

Short video
https://mega.nz/file/U78AyAAT#dexqHSvO6GhjacFTSDcH8m6_KfjMZp4jmRRzc5L-uuI

Actual Result:

The OnConstruct event is not called in the owner actor.

Short video
https://mega.nz/file/xjUUwTCZ#ALAo044hlnwiUatjIRop8l0dOpLv7bWEnnSYGKNyCsU