Hello,
I ran into nasty behavior. I have a C++ Enum which is declared like this (shortened version):
UENUM(BlueprintType)
enum class ActorStatesEnum : uint8
{
WALK UMETA(DisplayName = "Walk"),
RUN UMETA(DisplayName = "Run"),
NONINTERACTIVE UMETA(DisplayName = "Noninteractive"),
EYETURNER UMETA(DisplayName = "Eye Turner")
};
I also have C++ method for switching Actor states by providing this Enum members
I’ve created many blueprints implementing different behavior switches and it all worked till the moment when I added new member to this Enum. At that point every single Blueprint utilising this enum got broken.
So given the fact that this is a bug since 4.6 I believe, what is the recommended way? To use strings in Blueprints and than convert them into enum in C++ static method of my class?
Or am I missing something obvious?
Thanks!
Jan