is there any way to detect changes on objects referenced by UPROPERTY? What I mean is for example I have UPROPERTY picker for a StaticMeshActor in a level or a Material. I have my own custom C++ class which places some instances on top of the static mesh. I would like to somehow detect when user moves the target StaticMeshActor and call some function in my C++ class to move instances to new, updated position. I am also placing instances based on some material properties, so I would like to detect when the Material asset has changed, and again call something on my C++ class to refresh the changes. Right now, the UPROPERTY only updates when I swap the assets, but that’s it.
I’d assume there is some kind of notification system which broadcasts editor changes, but I could not find anything about that. Closest I got to it were some kind of “delegates” FEditorDelegates | Unreal Engine Documentation but when I dug into it, it seemed way more complex than what I can understand in any reasonable time.
I am just trying to find a way how to detect changes of transforms of actors placed in a level and material assets during editor time (not runtime). Is this possible?
Thank you in advance.