Track DataTable modification


I’m populating an actor and each new instance of it grabs some parameters from a UDataTable that is a UPROPERTY visible in blueprint editor. But the problem is, if I assign the data table in editor and then make some changes to the table itself (for example, modify some rows), these changes won’t be automatically applied to all actors who use it. I can use PostEditChangeProperty to update my actors, but this event fires only if I pick another data table in editor, but not when I edit the table, which is not exactly what I want.

Is there any way to solve this issue?

Looks like I found a workaround for this.

FCoreUObjectDelegates::OnObjectModified.AddUObject(this, &AMyActor::ObjectModified);

That did the trick.

Hi, I know I’m a little late but I’m just starting with UE4 and have come into the same problem as you. Can you explain where you actually put this line? Was it in the UStruct type of the data table or somewhere else?