This is actually as-designed behavior - the enum values are currently assumed to be flag indices and not actual flag mask values. That is, the editor will compute (1 << N) where N is the value of the enum. This is consistent with how user-defined enums work on the editor side. Can see how it would be useful to be able to designate native C++ enums as literal mask values though, especially when used alongside ENUM_CLASS_FLAGS(). Note for testing: After the fix is applied, modify the line above (in MyActor.h) as follows: UENUM(BlueprintType, meta = (Bitflags, UseEnumValuesAsMaskValuesInEditor="true"))
When a custom enum is used as the Bitmask Enum of a Make Bitmask node, the value returned does not match the expected value
First Print String (from code) prints 5 as expected. Second Print String (Make Bitmask node) prints 18.
Number 5 gets printed to the screen twice.
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