When a non-root component for an actor is moved in the blueprint viewport, that component's PostEditComponentMove function is called.
Adding the actor to the main editor viewport and then moving the component does not call PostEditComponentMove.
void PostEditComponentMove(bool bFinished) override;
void UMySceneComponent::PostEditComponentMove(bool bFinished)
{
UE_LOG(LogTemp, Warning, TEXT("ComponentMoved"));
}
Result:
Nothing is printed to the output log when moving the component
Expected:
Main viewport behavior matches blueprint viewport behavior
Head over to the existing Questions & Answers thread and let us know what's up.