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In-game c++ change in actor data doesn't refresh

I've got a blueprint function that runs whenever I press a button in-game.

The function modifies a tilemap's data

PROBLEM: the changes are not applied till AFTER I stop and restart the application.

Code of blueprint function:

 UE_LOG(LogTemp, Warning, TEXT("BeginGenerateWorld"));
 
     TObjectIterator<AActor> Itr;
     UWorld* TheWorld = Itr->GetWorld();
     
     UPaperTileSet * ts = LoadObjFromPath<UPaperTileSet>(TEXT("/Game/TilemapProject/Tile/oryx_world_bg0.oryx_world_bg0"));
 
 // That's how I get the tilemap actor
 auto actorItr = TActorIterator<APaperTileMapActor>(TheWorld);
 APaperTileMapActor * tmactor = *actorItr;
 auto tm = tmactor->GetRenderComponent()->TileMap;
 auto tmlayer = tm->TileLayers[0];
 for (int i = 0; i < tmlayer->LayerHeight; ++i)
     for (int j = 0; j < tmlayer->LayerWidth; ++j)
     {
         FPaperTileInfo pti;
         pti.TileSet = ts;
         pti.PackedTileIndex = FMath::RandRange(0, pti.TileSet->GetTileCount() - 1);
         tmlayer->SetCell(j, i, pti);
     }
     
     UE_LOG(LogTemp, Warning, TEXT("EndGenerateWorld"));
Product Version: Not Selected
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asked Mar 16 '15 at 07:36 PM in C++ Programming

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Babis
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2 answers: sort voted first

Ok, apparently after I change the tilemap data, I need to manually send an event that something changed. Apparently, the event doesn't matter: I can pass null. I add the below after the changes

 FPropertyChangedEvent evt(nullptr);
 tmlayer->PostEditChangeProperty(evt);

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answered Mar 16 '15 at 10:46 PM

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Babis
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If you have behavior like that it means there need to be update function somewhere, maybe this?

https://docs.unrealengine.com/latest/INT/API/Plugins/Paper2D/UPaperTileMap/UpdateBodySetup/index.html

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answered Mar 16 '15 at 07:49 PM

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Shadowriver
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avatar image Babis Mar 16 '15 at 10:07 PM

Nope, it's protected. I was afraid that I'm doing sth conceptually wrong, e.g. modifying the asset archetype rather then instantiated asset in the game, so when I restart it uses the modified asset archetype to instantiate the asset. That's the behavior it has anyway.

avatar image Babis Mar 16 '15 at 10:48 PM

Ok, in the spirit of what you said, but a bit different - I had to do a posteditchangeproperty. I put it as an answer, so that if it sucks, people can explain why

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