Performing a hot reload after updating an Enum will not reflect the update until the editor is closed/reopened.
UPDATE (8/23/17):
Restarting the editor dose not immediately update the enum. When the editor is restarted, it will treat the Enum as a Byte instead of Enum. If a custom enum is updated/hot reloaded, associated blueprint nodes need to be replaced.
UPDATED WORKAROUND:
Compiling the code with the editor closed (rather than preform a hot reload) will update the existing nodes properly.
UENUM(BlueprintType) //"BlueprintType" is essential to include enum class EUnitStatistic : uint8 { HEALTH UMETA(DisplayName = "Health"), ACTION_POINTS UMETA(DisplayName = "ActionPoints"), };
aaaa UMETA(DisplayName = "aaaa"),
Result:
The Enum node added in step 6 still only has two options after adding a third in code. Restarting the editor will update the Enum and show the third option.
Expected:
Triggering hot reload updates code based Enums
Head over to the existing Questions & Answers thread and let us know what's up.
21 |
Component | UE - Gameplay - Blueprint |
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Affects Versions | 4.9.2, 4.15 |
Created | Oct 13, 2015 |
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Resolved | Aug 18, 2021 |
Updated | Aug 18, 2021 |