Handling (F)PropertyChangedEvent for Editor Events

Hello together,

i’d like to create some children of SceneComponents, which inherit FStructs, which inherit FMaps of Enums and Fstructs, which inherit something. You get where this is going.
The Parameters of the FStructs are exposed to the User in Editor, and i want to handle the changes these Variables go through by the user via PropertyChangedEvent, because i need to check if the User Input is suitable without using the UPROPERTY features (might be a bad idea).
But i have really hard time wrapping my head around how to extract the structures from the FPropertyChangeEvent! I’m down to making a specific approach by specifically telling where i want to look at, but i would like to have a generalistic approach where i can get my fstruct instances, their parents, the whole structures you get me??
Right now it kind of looks like this (not working)

FS_FluidStruct* UElementalComponent::GetChangedFluidStruct(const FPropertyChangedEvent& PropertyChangedEvent)
void* ChangedAddress = PropertyChangedEvent.Property->ContainerPtrToValuePtr<void>(&FluidContainer); // `this` ist z.B. UElementalComponent*

	for (TPair<EFluidType, FS_FluidStruct>& DaPair : FluidContainer.ContainableFluids)
	{
		FS_FluidStruct& FluidStruct = DaPair.Value;

		void* StructBase = static_cast<void*>(&FluidStruct);
		void* ComputedChangedPtr = PropertyChangedEvent.Property->ContainerPtrToValuePtr<void>(StructBase);

		if (ComputedChangedPtr == ChangedAddress)
		{
			return &FluidStruct;
		}

Where “UElementalComponent” is my scenecomponent, that has

UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Elemental")
	FS_FluidContainerStruct FluidContainer;

which has

TMap<EFluidType, FS_FluidStruct> ContainableFluids;

. Floats inside those FS_FluidStructs are the values beeing changed. the FluidContainer is what im trying to access.
Help!

Please help me i can cry no more over this due to salt undersupply :frowning: Why would you make an info structure for parameters that does not contain ANY link to the actual instance beeing edited?!?! What’s “const FPropertyChangedEvent& PropertyChangedEvent” or “FPropertyChangedChainEvent” even goood for??