This is a bug that can make it confusing for users (and internal devs) to make custom nodes related to enums.
This is occuring because the PC_Enum type was added after the original PC_Byte but
FNodeFactory::CreateK2PinWidget was never updated to return the correct pin type for it.
It should return the same thing as using PC_Byte does, which is a nice dropdown of the enum types.
A note from Michael N: ideally everything that's currently an enum with PC_Byte would move over to PC_Enum and remove the strange legacy of the Enum ptr on UByteProperty, but it is probably a non-trivial refactor
[Image Removed]
// Image on the left uses: CreatePin(EGPD_Input, UEdGraphSchema_K2::PC_Byte, StaticEnum<EInputPinEnum>(), EnumInputPinName); // And the right uses CreatePin(EGPD_Input, UEdGraphSchema_K2::PC_Enum, StaticEnum<EInputPinEnum>(), InputPinName);
Result: Two different pin types would be created
Expected: The result should be the same
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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-120214 in the post.
2 |
Component | UE - Gameplay - Blueprint Editor |
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Affects Versions | 4.27, 5.0 |
Created | Jul 23, 2021 |
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Updated | Jun 24, 2022 |