I want to set the value of that “Run Construction Script on Drag” boolean in C++ rather than blueprint, because it is important for performance reasons and I don’t want to have project members memorize that every time they make a blueprint based off my C++ class.
But that was exactly what I was looking for, thanks! Here is what I do now:
ATileDecorator::ATileDecorator()
{
UBlueprint* Blueprint = Cast<UBlueprint>(GetClass()->ClassGeneratedBy);
if (Blueprint)
Blueprint->bRunConstructionScriptOnDrag = false;
}