I made a custom animation graph node
UAnimGraphNode_Custom : public UAnimGraphNode_Base
with this UPROPERTY
UPROPERTY( EditAnywhere, Category = Settings ) FAnimNode_Custom Node;
Inside FAnimNode_Custom I have this
UPROPERTY( EditAnywhere, BlueprintReadWrite, Category = Settings, meta = ( PinShownByDefault ) ) mutable int32 NumAdditiveAnimsUsed;
/*public*/ virtual void PostEditChangeProperty( struct FPropertyChangedEvent& e );
to both FAnimNode_Custom and UAnimGraphNode_Custom and neither of them get called whenever I modify the NumAdditiveAnimsUsed variable in the editor, what else do I need to do so I can get the callback ?
Also, is there a way to prevent engine rebuild in case I accidentally modify a .h or .cpp from the engine source code ? I did that recently and had to wait for like 40 minutes to rebuild it all. I think the build tool doesn’t accurately detect what file was changed in order to just recompile that one .cpp and just relink everything.
PS: Currently using UE 4.7.2