Is there a way to take a c++ variable that I’ve set to be editable in UE4 editor, that can also update the mesh in the editor? Or is this not possible?
I know I can just change the mesh manually in the editor, but I’d rather be able to just change the one variable which changes all the settings and then updates the static mesh too.
Is the only way to do this to just have a place holder mesh and replace it in ‘BeginPlay()’ function? That will at least give the correct mesh in-game, but not quite what I’m after.
If I’m understanding you right, you should be able to use PostEditChangeProperty. Here’s an example which sets the mesh of a static mesh component when the ‘MeshToUse’ property is modified in the blueprint.