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How can I use FName as enum?

I'm trying to use the PostEditChangeProperty. It seems recommended to use it like so.

 FName PropertyName = (PropertyChangedEvent.Property != nullptr)
         ? PropertyChangedEvent.Property->GetFName() : NAME_None;

Then do some if statement checking with GET_MEMBER_NAME_CHECKED. Is there a way I can convert the FName to an Enum so that I can use a switch statement with it? I'm a little confused on how I should use it if I have to ask a series of if statements for each value in my class for updating. This may be a c++ question ultimately but I was curious if UE4 had an existing conversion method that I could jump off of?

Product Version: UE 4.10
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asked Jun 22 '16 at 09:22 PM in C++ Programming

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Fnames are dynamic at runtime, Enums are static at compile time, and Enums are limited to 256 entries, so a general solution for conversion from Fnames to Enums seems impossible.

i think you should instead make an array of Fnames, and use find to get an index, then you can switch on int.

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answered Jun 23 '16 at 04:14 AM

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