Basically, I need to check when a child actor is moving inside the editor. I have a Blueprint Class with a child Actor which is a “AMovableActor” class.
This Class has the following .cpp:
include “DistanceMeasure.h”
#if WITH_EDITOR
void AMovableActor::PostEditMove(bool bFinished)
{
Super::PostEditMove(bFinished);
UE_LOG(LogTemp, Warning, TEXT(“PostEditMove ejecutado”)); //This Log isn’t showing up
AMovableActor::UpdatePosition(); //This is used in blueprints
}
#endif
and this is the .h:
UCLASS(Blueprintable)
class AMovableActor : public AActor
{
GENERATED_BODY()public:
#if WITH_EDITOR
virtual void PostEditMove(bool bFinished) override;UFUNCTION(BlueprintImplementableEvent)
void UpdatePosition();
#endif
};
The thing is that when moving the child actor it won’t work, but dropping the “AMovableActor” blueprint alone will do the trick. Is there a way to make “PostEditMove” work with child actors or maybe there’s another function I’m missing.
I’m pretty new to C++, any help is welcome <3