How to make callback when deleting actor?

Hi. I’m making a variant of a tile system. And whenever I delete a tile in the editor I would like to update the other tiles. So that they can make any adjustments they need to preview the setup.
Keep in mind this is an Actor placed in a level, and NOT during play mode.

In order to do this, I have managed to do this through using a CallInEditor button.
How ever, it would feel a bit better if I could just be able to select it and press my “delete” key.
And then somehow have the same method run.

I have tried looking into the following methods:

  • Class destructor
  • EndPlay
  • BeginDestroy
  • FinishDestroy

From what i found, none of these seems to actually trigger any breakpoints inside of Visual Studio.
Except from when I press “Recompile”, but this is not the correct callback that I want.

If you have any clue as to what I should read up on to get to the bottom of this it is greatly appriciated.
Thanks.

To me those callback are for runtime and wouldn’t be relying on them for editing.

I think you have the right approach but not 100% across other ways to do this.

Call in Editor
When you create a custom event or a function in a Blueprint class, you can mark that event or function as callable in the editor. If you place an instance of that Blueprint class in a Level and select it, you can trigger your custom event or function in the Details panel. This approach is best to use anytime you need a Blueprint graph to work both at runtime and in the editor.

Any solution for this?