Description

User created Bitmask flag Enumerators are not correctly stored and retrieved from Blueprint Integer variable settings. When the Editor is restarted the value of the Integer's Bitmask Enum is set to None. When using a premade Enum such as EAnimAssetCurveFlags, the value will be set to the premade enum upon restart.

This issue was reported and tested in 4.21.2 (CL-4753647). This was reproduced in 4.20.3 (CL-4369336), 4.22 (CL-5159901), and Main 4.23 (CL-5236305)

Steps to Reproduce
  1. Open the UE4 Editor and create a Blank project
  2. Create a new Enumeration, open it and enable Bitmask Flags
  3. Create a new Actor Blueprint and add an Integer variable
  4. In the Interger variable enable Bitmask and change the Bitmask Enum to the one that was created
  5. Save and restart the Editor
  6. Reopen the Actor Blueprint and select the Interger

Results: Bitmask Enum is set to none

Expected: Bitmask Enum should be the Enum created

 

Alternative repro from [Link Removed]

1. Create an enumeration variable in the Editor Content Browser, named My_Enum, check bitmask flags in advanced catagory, placed under the /Game/A.

2. Create a Blueprint class in the Editor Content Browser that inherits from UObject, named My_Bp, placed under the /Game/B.

3. Double-click to open My_Bp, in the properties, add an integer variable named My_Property. In the details panel of My_Property, check the Bitmask box and select My_Enum in the Bitmask Enum; save My_Bp.

4. Close the editor and clear the cache files.

5. Reopen the editor, double-click My_Bp to enter the Blueprint editor, click on My_Property, and find that the Bitmask Enum in the details panel is None.

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Unresolved
ComponentUE - Gameplay - Blueprint
Affects Versions5.44.224.20.34.234.21.2
Target Fix5.6
CreatedFeb 28, 2019
ResolvedJan 18, 2024
UpdatedOct 25, 2024
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