1 //for regular properties:
2void ACustomClass::PostEditChangeProperty(struct FPropertyChangedEvent& e)
3{
4 FName PropertyName = (e.Property != NULL) ? e.Property->GetFName() : NAME_None;
5 if (PropertyName == GET_MEMBER_NAME_CHECKED(UCustomClass, PropertyName))
6 {
7 //various uproperty tricks, see link
8 }
9
10 Super::PostEditChangeProperty(e);
11}
12
13//for TArrays:
14void ACustomClass::PostEditChangeChainProperty(struct FPropertyChangedChainEvent& e)
15{
16 int32 index = e.GetArrayIndex(TEXT("Meshes"));
17 //checks skipped
18 UStaticMesh *mesh = Meshes[index];
19 //changed mesh
20 Super::PostEditChangeChainProperty(e);
21}