Making a Custom DataAsset property depend on engine assets in c++

I have a custom DataAsset where one of the properties is a custom Struct. This Structure stores a reference to UAnimSequence and has other private members to store the transforms of the bones and other data which directly depend on the the AnimSequence data but some processing is done on some fields like I am storing the trajectories of the root bone for every frame using the surrounding frames root transforms. I want to know how I can update all the Struct parameters upon any changes made to the referenced anim sequence. I know about the function PostEditChangeProperty() but that doesn’t track any changes made to the referenced assets but only tracks changes made to the class members via the editor details panel where that function is overriden. Any help would be appreciates. Thanks