Scene view cannot recognise movement of several objects in the editor until objects are selected

I created a game object and added a SpriteStuff script to it that I created with a various properties and functions for the game object. I also made a few copies of the object. After, I made a GroupSpriteStuff game object which has the following property

public List<SpriteStuff> spriteStuffs;

I added an editor script for GroupSpriteStuff (GroupSpriteStuffEditor) that iterates through spriteStuffs to move each object using a slider. The movement of objects in spriteStuffs is only seen when I select the objects after moving the slider, if I don’t select the objects after moving the slider the changes are aren’t visible in the scene view. Below is the GroupSpriteStuffEditor:

GroupSpriteStuff groupSpriteStuff;    
float groupSpritesMvmtSliderValue = 0.0f;

void OnEnable()
{
    groupSpriteStuff = (GroupSpriteStuff)target;
}

    public override void OnInspectorGUI()
{
    base.OnInspectorGUI();

    EditorGUI.BeginChangeCheck();

    groupSpritesMvmtSliderValue = EditorGUILayout.Slider("Group Movement", groupSpriteStuff.originalGroupSpritesMvmtSliderValue, 0.0f, 1.0f);

    if (!Mathf.Approximately(groupSpriteStuff.originalGroupSpritesMvmtSliderValue, groupSpritesMvmtSliderValue))
    {
        for (int i = 0; i < groupSpriteStuff.spriteStuffs.Count; i++)
        {
            spriteStuffs*.UseTestMovement(0.2f);*

}
groupSpriteStuff.originalGroupSpritesMvmtSliderValue = groupSpritesMvmtSliderValue;
}
if (EditorGUI.EndChangeCheck())
{

SceneView.RepaintAll();
}
}
How can I get the scene view to update/recognise the changes in movement I make with the slider?

Well, the sceneview should be updated when RepaintAll is called. However if you are in edit mode, are you sure your changed are actually serialized? We can’t really determine from the code shown what actually happens. You haven’t marked your object as dirty. You should use [Undo.RecordObject][1] before you assign the new slider value to your object.

Also in line 21, should it be

groupSpriteStuff.spriteStuffs*.UseTestMovement(0.2f);*

instead of
spriteStuffs*.UseTestMovement(0.2f);*
Since you do already a manual change check with your mathf.approximately you don’t really need the editor change check.
{
Undo.RecordObject(groupSpriteStuff, “Changed group slider”);
for (int i = 0; i < groupSpriteStuff.spriteStuffs.Count; i++)
{
groupSpriteStuff.spriteStuffs*.UseTestMovement(0.2f);*
}
groupSpriteStuff.originalGroupSpritesMvmtSliderValue = groupSpritesMvmtSliderValue;
SceneView.RepaintAll();
}
However as i said it’s hard to follow your code since a lot things are not clear what actually happens / should happen and what “UseTestMovement” is actually doing.
_*[1]: https://docs.unity3d.com/ScriptReference/Undo.RecordObject.html*_