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Calling a method when an actor attaches to another actor

Does anybody know how to make an actor call a method when it is attached to another actor? I noticed that there is an event within Engine.h that fires when this happens, but it is declared private (and it'd probably trigger every time any actor is attached to another actor instead of just firing when my actor is being attached).

I am currently overriding the OnEditorMove method and just moving my actor a little bit after attaching it to another actor in the editor, but this is obviously not ideal and results in my code being run every time the actor is moved. Also, it doesn't catch the case of my actor being attached during gameplay (not too big of a deal, because I can just create my own method for attachment so long as nobody forgets to use that one instead of the regular one). All of the attachment functions I've seen so far have not been declared virtual, so I am unable to just override those without editing the engine's source code hoping that it doesn't result in some unintended consequences.

Product Version: UE 4.15
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asked May 05 '17 at 02:11 AM in C++ Programming

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