I made a custom editor module for one of my Actor.
Is there a way to bind a delegate to the blueprint editor compile event. I would like to propagate the change to all instances from the CDO only in case of successful compilation.
There is, in fact, events for Blueprint PreCompile, Compiled, and Reinstanced.
They exist on the GEditor object, so you can look at AIGraphTypes.cpp for an example on how they have it setup:
GEditor->OnBlueprintCompiled().AddRaw(this, &FGraphNodeClassHelper::InvalidateCache);
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perfect, that’s exactly what i need. Thanks !