Has PostEditChangeProperty changed?

So im following a Unreal tutorial from 2015 (Blueprint Twin Stick Shooter | v4.8 | Unreal Engine - YouTube) Im on part 5 and i followed exactly what he said but then i get undefined for PostEditChangeProperty even though he hasnt defined it either.

you might need to include an extra header file, because they separated a bunch of header files for faster compile times. maybe Object.h?

I believe any UObject or AActor should just be able to use that function, since its part of UObject.

You missing the name in your Function. There are no special includes needed. Example Code:

#pragma once
#include "MyActor.generated.h"

UCLASS()
class AMyActor : public AActor
{
	GENERATED_BODY()
public:
#if WITH_EDITOR
	virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent) override;
#endif
};

//---- .cpp -----

#include "MyActor.h"

#if WITH_EDITOR
void AMyActor::PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent)
{
	Super::PostEditChangeProperty(PropertyChangedEvent);
}
#endif

Greetings -
I’m working with version UE 4.18.1 and am encountering the same problem myself.

I tried including “Object.h” but to no avail.
Does anyone know which header to include in order to get this working?

#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "Object.h"
#include "My_Actor.generated.h"

UCLASS()
class MYActorProject My_Actor : public AActor
{
	GENERATED_BODY()
	
public:	
	// Sets default values for this actor's properties
	My_Actor();
...
        // Visual Studio Can't find "PostEditChangeProperty"
	virtual void PostEditChangeProperty(struct FPropertyChangeEvent&) override;
...
};

Sorry for the slow response Nachtmahr. That seemed to do the trick.
Thanks for pulling my head out of the sand!