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UHT/UBT incorrectly uses TEnumAsByte<> in Generated.CPP

I've created an enum and a BlueprintNativeEvent that takes this enum as an argument. Unfortunately when I try to compile the game, compilation fails because the Game.Generated.Cpp file swaps out the argument for a TEnumAsByte instead of a regular enum.

If I manually edit the Generated.CPP file, I can compile - but this is obviously not a good workaround. I don't want to change my enum to the old ::Type style, since that'll be a breaking change for other parts of the code.

This is the code I have written: -- .H

 enum class EMissionActivityEvent : uint8
     ME_None            UMETA(DisplayName = "None"),
     ME_Scheduled    UMETA(DisplayName = "Scheduled"),
     ME_Created        UMETA(DisplayName = "Created"),
     ME_Completed    UMETA(DisplayName = "Completed"),
     ME_Failed        UMETA(DisplayName = "Failed"),
 UFUNCTION(BlueprintNativeEvent, Category = "Game Widgets")
 void OnMissionNotificationAdded(const EMissionActivityEvent& MissionEvent, const FActiveMission& MissionData);
 virtual void OnMissionNotificationAdded_Implementation(const EMissionActivityEvent& MissionEvent, const FActiveMission& MissionData);
 -- CPP:
 void UGESGame_InGameWidget::OnMissionNotificationAdded_Implementation(const EMissionActivityEvent& MissionEvent, const FActiveMission& MissionData)
     // Code Goes Here

And THIS is what the GESGame.Generated.CPP file generates for that UFUNCTION, which as you can see is incorrect:

 void UGESGame_InGameWidget::OnMissionNotificationAdded(const TEnumAsByte<EMissionActivityEvent>& MissionEvent, const FActiveMission& MissionData)
         GESGame_InGameWidget_eventOnMissionNotificationAdded_Parms Parms;

This stops my game from compiling, but i can change the Generated file and it will compile and run fine.

Product Version: UE 4.10
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asked Feb 24 '16 at 03:00 PM in C++ Programming

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