# Post Edit delegate for an asset? (datatable)

**URL:** <https://forums.unrealengine.com/t/post-edit-delegate-for-an-asset-datatable/736773>\
**Category:** C++\
**Tags:** unreal-engine, bug-report, editor, feedback, CPP, question\
**Created:** [December 27, 2022, 7:32am UTC](https://forums.unrealengine.com/t/post-edit-delegate-for-an-asset-datatable/736773 "2022-12-27T07:32:56Z")\
**Posts on this page:** 1\
**Showing post:** 13

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**Author:** ![Roy\_Wierer.Seda145](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/roy_wierer.seda145/32/906551_2.png) [@Roy\_Wierer.Seda145](https://forums.unrealengine.com/u/Roy_Wierer.Seda145)\
**Post date:** [February 27, 2023, 4:19pm UTC](https://forums.unrealengine.com/t/post-edit-delegate-for-an-asset-datatable/736773/13 "2023-02-27T16:19:46Z")

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> [@Losing const qualifier through soft pointer? Hacky?](https://forums.unrealengine.com/t/losing-const-qualifier-through-soft-pointer-hacky/779114):
>
> In a specific situation where I need to access a loaded asset, I could only retrieve a const pointer. Casting away const on a variable and then modifying that variable results in undefined behavior: [const\_cast conversion - cppreference.com](https://en.cppreference.com/w/cpp/language/const_cast) . Instead of const casting I realized I could simply get to the object by first making a soft pointer of the UObject pointer and then getting the asset. – Hacky? – const UObject\* A = nullptr; TSoftObjectPtr B = TSoftObjectPtr(A); UObject\* C = B.Get();

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