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C++ Construction Script Doesn't Reload When Spline Component Is Edited

I create my spline component in my constructor:

 Spline = CreateDefaultSubobject<UImprovedSplineComponent>(TEXT("Spline"));
 // Create a dummy root object
 RootComponent = CreateDefaultSubobject<USceneComponent>(TEXT("Root Component"));

And then, in my construction script, I generate SplineMeshComponent objects based on that spline, and then register components:

 USplineMeshComponent* SplineMesh = ConstructObject<USplineMeshComponent>(USplineMeshComponent::StaticClass(), this);
 SplineMesh->CreationMethod = EComponentCreationMethod::UserConstructionScript;
 // A bunch of code here to set the mesh, location, rotation, etc.

When I edit a variable (choose a different mesh, switch a boolean, etc) the construction script updates. But if I only move a point on the spline, the construction script doesn't update and while my spline changes, the track I've generated for it does not.

Is there something I need to hook up so that editing my spline re-constructs my mesh?

Product Version: UE 4.10
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asked Jan 31 '16 at 03:00 PM in C++ Programming

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avatar image alkohol Jan 31 '16 at 03:15 PM

Take a look at PostEditChangeProperty here

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