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)
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.
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-70790 in the post.