I have some objects pointing to a scene component of an actor:
class MyObject
{
USceneComponent* Component;
}
When the actor is deleted, all its components are also deleted. So when the delete action is undone (transaction undo), the component pointer (in MyObject
) becomes invalid. This is not a problem, but the pointer must be updated after the redo (when the actor and its components are automatically re-created).
How can I detect which actor was created by the redo?