i found it ![]()
at the end of your editor widget functionality add the “set editor property node”…and use a variable that you use in your actors construction script.
e.g. i have a show_mesh bool…that is usually true
in my editor widget i can set show_mesh with “property value” 0 (drag out of the property value pin and choose convert to bool and set the integer to 0) to make it invisible…
after this i add another “set editor property” node to set the bool to 1 (to make it visible again).
this updates the construction script to recieve your changes that are set via the editor widget.