# How to avoid invoking property update callback function when a property is changed in the editor until the slider is released

**URL:** <https://forums.unrealengine.com/t/how-to-avoid-invoking-property-update-callback-function-when-a-property-is-changed-in-the-editor-until-the-slider-is-released/411415>\
**Category:** Programming & Scripting\
**Tags:** unreal-engine\
**Created:** [December 5, 2017, 6:12am UTC](https://forums.unrealengine.com/t/how-to-avoid-invoking-property-update-callback-function-when-a-property-is-changed-in-the-editor-until-the-slider-is-released/411415 "2017-12-05T06:12:48Z")\
**Posts on this page:** 1\
**Showing post:** 4

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**Author:** ![rXp](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@rXp](https://forums.unrealengine.com/u/rXp)\
**Post date:** [December 6, 2017, 7:04pm UTC](https://forums.unrealengine.com/t/how-to-avoid-invoking-property-update-callback-function-when-a-property-is-changed-in-the-editor-until-the-slider-is-released/411415/4 "2017-12-06T19:04:59Z")

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I see 3 solutions for you :

1. Go through the user widget tree to find your USlider widget and then use `USlider->OnMouseCaptureEnd.AddDynamic(this, &MyListenerClass::OnMouseCaptureEndHandler);`  
[A new, community-hosted Unreal Engine Wiki - Announcements - Unreal Engine Forums](https://wiki.unrealengine.com/Simple_Global_Event_System#Listening_To_Events_From_Code)

2. It would be better to first create/spawn the USlider widget from your c++ class with `MySlider = CreateWidget<USlider>(MyPlayerController, ParentWidget);` and then simply use the solution in 1 `USlider->OnMouseCaptureEnd.AddDynamic(this, &MyListenerClass::OnMouseCaptureEndHandler);`  
[https://docs.unrealengine.com/latest/INT/API/Runtime/UMG/Blueprint/CreateWidget/1/](https://docs.unrealengine.com/latest/INT/API/Runtime/UMG/Blueprint/CreateWidget/1/)

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1. If you want total control over this slider you can inherit it.  
Look at the class [USlider | Unreal Engine Documentation](https://docs.unrealengine.com/latest/INT/API/Runtime/UMG/Components/USlider/)  
And you can then just expose the event to blueprint and do even more 🙂

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