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
I am not able to find world outliner how to enable it?
How can i modify the param name in EQS node
Lighting Turns Black in Play Mode
What properties of the progress bar can be used for drag and drop highlighting?
What property of the Slider is the image used when dragging?
Does the ue packaged solution configuration need to be the same as the vs solution configuration?
When I open UE4 4.24.3 it appears that. Does anyone know how to solve?
Bullet replication problem. The players sees each other but does not see the bullet
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 |