Use BP Enumeration asset as UPROPERTY in c++ class

Hello,

I am trying to attach a BP Enumeration asset to a custom c++ class in a way that will expose it within the editor.

However, I’m running into a lot of trouble. I’m able to attach the asset as a UEnum*. However, it doesn’t give me the dropdown of the elements like I wanted when I place the blueprint(from the c++ class) within the editor. It only gives me the UEnum object itself.

I’d like to use a BP Enumeration over a c++ one for ease of access. I don’t need to make any changes to it within the c++ code, I just need to editable within the editor. I also want to make it an array, but I’m assuming I just have to figure this out, then put it in a TArray<>.

The c++ class inherits from UStaticMeshComponent. For some reason, this doesn’t let me generate a blueprint from it, so a cannot at the Enumeration there.

Here is my c++ code. It’s very basic so far:
UGameBoard_Tile_SMC.h

#pragma once

#include "Components/StaticMeshComponent.h"
#include "GameBoard_Tile_SMC.generated.h"

UCLASS()
class STRATEGYGAMEV2_API UGameBoard_Tile_SMC : public UStaticMeshComponent
{
	GENERATED_BODY()
public:

	UGameBoard_Tile_SMC();

	UPROPERTY(EditAnywhere, Category = "TileStates")
	UEnum* TileStateEnumeration;
};

UGameBoard_Tile_SMC.cpp

#include "StrategyGameV2.h"
#include "GameBoard_Tile_SMC.h"

UGameBoard_Tile_SMC::UGameBoard_Tile_SMC()
{
	static ConstructorHelpers::FObjectFinder<UEnum> BPGBCResource(TEXT("Enumeration'/Game/GameBoardAssets/Blueprints/EGameBoard_TileStates'"));
	if (BPGBCResource.Object != NULL)
	{
		TileStateEnumeration = BPGBCResource.Object;
	}
}

ExecutionCode within constructor of a custom class derived from AActor:

TileMesh = LoadObject<UStaticMesh>(NULL, TEXT("/Game/GameBoardAssets/Meshes/TileFloor"), NULL, LOAD_None, NULL);

	UGameBoard_Tile_SMC* tile = CreateOptionalDefaultSubobject<UGameBoard_Tile_SMC>(TEXT("Gameboard_Test"));
	tile->SetStaticMesh(TileMesh);
	this->AddInstanceComponent(tile); 

	tilelist.Add(tile);

Result:

Desired:

52434-desired.png

If anyone can help, I would appreciate it. Again, I don’t have to use the actual enumerator within the c++. I plan I using it when I get into the blueprint development side of things.

Hi,
I’m faced with the same problem, did you find out how to do it?
Thanks