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.
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.