I’m trying to use the PostEditChangeProperty. It seems recommended to use it like so.
FName PropertyName = (PropertyChangedEvent.Property != nullptr)
? PropertyChangedEvent.Property->GetFName() : NAME_None;
Then do some if statement checking with GET_MEMBER_NAME_CHECKED. Is there a way I can convert the FName to an Enum so that I can use a switch statement with it? I’m a little confused on how I should use it if I have to ask a series of if statements for each value in my class for updating. This may be a c++ question ultimately but I was curious if UE4 had an existing conversion method that I could jump off of?