Description

The licensee already investigated this a little. The problem appears to be that UKismetNodeHelperLibrary::GetValidValue should be calling IsValidEnumValueOrBitfield as opposed to IsValidEnumValue.

Steps to Reproduce
  1. Create a blueprint actor with 2 properties a byte and an enum with bitflags set, such as EMappingQueryIssue.
  2. Set the byte property to value "3". This is a valid EMappingQueryIssue Bitflag combination that represents both ReservedByAction and HidesExistingMapping.
  3. Drag the byte property onto the graph to create a "get" node.
  4. Drag the enum property onto the graph to create a "set" node.
  5. Connect the nodes. An extra conversion node will be created.
  6. Drag the byte property onto the graph to create a "set" node.
  7. Connect the Set Enum node output to the Set Byte value node.
  8. Create a Print String node and connect the byte set value node output to it.
  9. Create an instance of the actor in the level.
  10. Run PIE
  11. Current behavior: 33 is printed to the screen.
  12. Expected behavior: 3 is printed to the screen.

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Fixed
ComponentUE - Gameplay - Blueprint Compiler
Affects Versions5.5
Target Fix5.6
Fix Commit39572279
CreatedJan 22, 2025
ResolvedJan 29, 2025
UpdatedJan 31, 2025
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