They do seem cool!
So variations of these are as close as I’ve come:
GWorld.GetReference()->GameState->PostEditChangeProperty.BindUObject(Actor, &OctaneSceneManager::EditorUpdateProperty);
Actor->PostEditChangeProperty.BindUObject(this, &OctaneSceneManager::EditorUpdateProperty);
“Actor” being the other object I’d like to listen for the property change event from. Unfortunately that throws an error:
error C2228: left of '.BindUObject' must have class/struct/union
The documentation for this is weak if you’re like me and don’t quite understand what you’re doing. I’ve also tried variations of AddDynamic() and BindRaw(), they all have the same problem.
Any idea what I’m doing wrong?