ue4 on property changed
//for regular properties: void ACustomClass::PostEditChangeProperty(struct FPropertyChangedEvent& e) { FName PropertyName = (e.Property != NULL) ? e.Property->GetFName() : NAME_None; if (PropertyName == GET_MEMBER_NAME_CHECKED(UCustomClass, PropertyName)) { //various uproperty tricks, see link } Super::PostEditChangeProperty(e); } //for TArrays: void ACustomClass::PostEditChangeChainProperty(struct FPropertyChangedChainEvent& e) { int32 index = e.GetArrayIndex(TEXT("Meshes")); //checks skipped UStaticMesh *mesh = Meshes[index]; //changed mesh Super::PostEditChangeChainProperty(e); }