Hello. I am trying to use “PostEditChangeProperty” in “SceneComponent”. It works fine if i change property in Blueprint’s Detail panel (cube rotate), but when i change property in Editor’s Details panel nothing happens (cube don’t rotate). As I understand it, this is because after “PostEditChangeProperty” is called the constructor is called also. How to fix it?
See my comment on the question above. I found a solution for this and thought I’d share here for searchers.
I created a USceneComponent, with 2 child USphereComponents, and 2 UPROPERTYs for the radius of each sphere.
The challenge was to set the radius of each sphere from the properties, so the editor updated nice and pretty.
PostEditChangeProperty was a dead end solution for this challenge. The values kept reverting to the default BP values - because the object is re-created after this function is called. You can’t get there from PostEditChangeProperty.
Another option was InitializeComponent(), but I got Activate() to work first.