// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved. #include "EditorLiveStreamingModule.h" #include "EditorLiveStreamingSettings.h" UEditorLiveStreamingSettings::UEditorLiveStreamingSettings( const FObjectInitializer& ObjectInitializer ) : Super( ObjectInitializer ) { } void UEditorLiveStreamingSettings::PostEditChangeProperty( struct FPropertyChangedEvent& PropertyChangedEvent ) { UProperty* PropertyThatChanged = PropertyChangedEvent.Property; const FName Name = PropertyThatChanged ? PropertyThatChanged->GetFName() : NAME_None; // if( Name == ??? ) // { // ... // } this->SaveConfig(); }