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On Component Edited callback (C++)


I am currently working on a ledge system. I've prototyped my system using Blueprints and want to now rebuild the system in c++ for performance and handling reasons. My ledge actors contain a spline component which marks the actual ledge. Because I couldn't get the spline to trigger overlaps, I wrap the spline in proxy box components. In Blueprint I did the wrapping in the Construction-Script, however that doesn't work in c++. I am now looking for the right place to do the wrapping. I have tried PostActorCreated() and PostLoad(), but both haven't worked.

Is there a method that is called every time a component of the actor is changed? Or better yet, is there a way to specifically listen for changes to the spline?

Cheers, Todd

Product Version: UE 4.9
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asked Jan 04 '16 at 10:32 PM in C++ Programming

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Have you tried the c++ OnConstruct method? That's the equivalent of the construction script.

If you want a general "after actor created / loaded", use PostInitializeComponents. Don't forget to call the parent method.

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answered Jan 05 '16 at 12:12 PM

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avatar image ToddW Jan 05 '16 at 02:04 PM

Thank you! That is the right place! One weird thing though: The BoxComponents I'm creating aren't showing up in the editor anymore even though I haven't changed the code for their creation. Do you have an idea why that is?

avatar image TTaM Jan 05 '16 at 02:15 PM

Not a clue!

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