ue4 on property changed
//for regular properties:
void ACustomClass::PostEditChangeProperty(struct FPropertyChangedEvent& e)
{
FName PropertyName = (e.Property != NULL) ? e.Property->GetFName() : NAME_None;
if (PropertyName == GET_MEMBER_NAME_CHECKED(UCustomClass, PropertyName))
{
//various uproperty tricks, see link
}
Super::PostEditChangeProperty(e);
}
//for TArrays:
void ACustomClass::PostEditChangeChainProperty(struct FPropertyChangedChainEvent& e)
{
int32 index = e.GetArrayIndex(TEXT("Meshes"));
//checks skipped
UStaticMesh *mesh = Meshes[index];
//changed mesh
Super::PostEditChangeChainProperty(e);
}
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