Loading Data Asset into Blueprints Construction Scripts

Hey everyone,

I’m currently working on creating a system similar to Sky Creator plugins, which can load presets into a Light Controller. However, I’m facing an issue where when I change variables inside the Data Assets, the Blueprints construction scripts don’t update until I hit compile.

I’m confused about what’s causing the problem because tools like SkyCreator or Ultra Dynamic Sky update the Light Blueprints in the editor when we change variables in the Data Assets. I’m using only blueprints and creating the primary data assets via blueprints also.

Any ideas or suggestions will be greatly appreciated. Thank you, guys!

You would need to do this in c++ and take advantage of PostEditChangeProperty

Example:

AYourClass::PostEditChangeProperty(struct FPropertyChangedEvent& e)
{
// call your update function here
}

Blueprints are limited in what they can do.