// Copyright Epic Games, Inc. All Rights Reserved. #include "AnimationBlueprintEditorSettings.h" #include UE_INLINE_GENERATED_CPP_BY_NAME(AnimationBlueprintEditorSettings) void UAnimationBlueprintEditorSettings::PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent) { Super::PostEditChangeProperty(PropertyChangedEvent); OnSettingsChange.Broadcast(this, PropertyChangedEvent.ChangeType); }