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Component property reseting on component created dynamicly

I have a component that inherits from UBoxComponent and on the onComponentCreated Event y create an Arrow Component

 Socket.pushableShoket = NewObject<UArrowComponent>(owner, TEXT("PushableSocket1"));
 owner->FinishAndRegisterComponent(Socket.pushableShoket);
 Socket.pushableShoket->SetWorldLocation(GetComponentLocation() + Socket.PositionOffset);
 Socket.pushableShoket->SetWorldRotation(FRotator::ZeroRotator);
 Socket.pushableShoket->AttachToComponent(this, FAttachmentTransformRules::KeepRelativeTransform);

Socket is a structure:

 USTRUCT(BlueprintType)
 struct FGrabSocket
 {
     GENERATED_BODY()
         UPROPERTY(EditAnywhere)
         UArrowComponent *pushableShoket;
     UPROPERTY(EditAnywhere)
         FVector PositionOffset;
 };

declared as

 UPROPERTY(EditAnywhere)
 FGrabSocket Socket;

since i cant modify the transform values of the arrow component in the instance placed in the world with the editor Uneditable transform properties

i decided to have an FVector insde the structure representing the offset and then applaying that transform on property change void UPushableComponent::PostEditChangeProperty(FPropertyChangedEvent & PropertyChangedEvent) {

     Socket.pushableShoket->SetWorldLocation(GetComponentLocation() + Socket.PositionOffset);
     UpdateComponentToWorld();
 
     Super::PostEditChangeProperty(PropertyChangedEvent);
 }

Problem: whenever I change a property the event triggers but then the creation of the actor is triggered all over again and resets all my properties. How can i preserve the changes so that i can change the location of the arrow component in the editor?

Product Version: UE 4.15
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asked May 26 '17 at 11:34 AM in C++ Programming

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Coke_Abad
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