Pass changes made to a spline in the editor to a spline object, created in C++.

Hello. I create a spine in C++, then I have to edit this spline in the editor and get points along this edited spline in my C++ code during the game. While I’m editing my spline in the editor I can see through “OnConstruction” that its object in C++ is following it, but when I run the game and the constructor creates the spline, it’s again pristine. Is there any way to pass the changes created in the editor to C++ code?

Code:

Header:

public:
UPROPERTY(EditAnywhere, BlueprintReadWrite, Instanced, Category = Spline, meta = (AllowPrivateAccess = true));
USplineComponent* Spline;

Constructor:

Spline = CreateDefaultSubobject<USplineComponent>("Spline");
Spline->SetupAttachment(GetRootComponent());
Spline->bDrawDebug = true;
Spline->Mobility = EComponentMobility::Movable;