Bulk update component via Details Panel button

Hi everyone

So I’m developing a Blueprint component derived from UMeshComponent. It overrides CreateSceneProxy() in order to render itself based on some UProperties.
When component is selected, its UProperties appear in the editor as usual, and when I change any value, CreateSceneProxy() is called and the mesh auto updates.

I don’t want this behavior, as I’d like for something more rigid, in which I could change any property values and only commit changes once, by clicking a button.

To do so, created an editor module by implementing IDetailCustomization class. It hides all UProperties by using MarkHiddenByCustomization(), and adds new ones, plus a “Submit” button.

I want the generated mesh to update only when I click submit button. Hence, commit all values to the Component being edited, and only render once.

It seems pretty simple but haven’t been able to figure out a working solution.
What’s the most correct approach for this?

You could override CreateSceneProxy with an empty function and just never call the parent class’ version of the function. Would that work?

I’m already doing that.

FPrimitiveSceneProxy* UMyComponent::CreateSceneProxy()
{
    FPrimitiveSceneProxy* proxy = NULL;
    proxy = new FMyComponentSceneProxy(this);
    return proxy;
}