When I cook my game project, custom Blueprint Enums were upgraded to use FText to store its display name data

When I cooked my game, I got 5 warnings and 0 errors.

UATHelper: Packaging (Windows (64-bit)): Cook: LogInit:Display: LogLinker:Warning: Asset '../../../../../../FMJGame/Content/Characters/Weapons/Enums/WeaponType.uasset' has been saved with empty engine version. The asset will be loaded but may be incompatible.
UATHelper: Packaging (Windows (64-bit)): Cook: LogInit:Display: LogClass:Warning: Enum '/Game/Characters/FPSCharacter/Blueprints/E_InputMode.E_InputMode' was upgraded to use FText to store its display name data. Please re-save this asset to avoid issues with localization and determinstic cooking.
UATHelper: Packaging (Windows (64-bit)): Cook: LogInit:Display: LogClass:Warning: Enum '/Game/Characters/Weapons/Enums/WeaponType.WeaponType' was upgraded to use FText to store its display name data. Please re-save this asset to avoid issues with localization and determinstic cooking.
UATHelper: Packaging (Windows (64-bit)): Cook: LogInit:Display: LogClass:Warning: Enum '/Game/Characters/FPSCharacter/Crosshair/E_CrosshairStyles.E_CrosshairStyles' was upgraded to use FText to store its display name data. Please re-save this asset to avoid issues with localization and determinstic cooking.
UATHelper: Packaging (Windows (64-bit)): Cook: LogInit:Display: LogClass:Warning: Enum '/Game/Characters/Weapons/Enums/Slots.Slots' was upgraded to use FText to store its display name data. Please re-save this asset to avoid issues with localization and determinstic cooking.

Nevermind, I resaved those 5 assets and now it all works!