Workaround:
The blueprint macro had a cast from the enum to an int and that was causing the issue, getting rid of the cast and just returning the enum and then changing all the places that were using it to switch on enum instead of switch on int fixed all the intermittent errors we were seeing
Result: Occasionally on cooks or resave, the following error happens. On a cook, this troublesome as the data is wrong, on a resave, it gets saved into the map file and then we have to manually fix it up again.
LogBlueprint: Error: [Compiler PersistentLevel.LEVEL_NAME] The current value (NewEnumerator1) of the ' In Byte generated from expanding MACRO_NAME ' pin is invalid: Expected a valid unsigned number for a byte property from Source: /Game/Maps/LEVEL_NAME.LEVEL_NAME:PersistentLevel.LEVEL_NAME
This warning comes from `UEdGraphSchema_K2::DefaultValueSimpleValidation`
I am not able to find world outliner how to enable it?
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
How to achieve HLSL Multiple Render Target in Material blueprints?
What method is used to fill polygonal regions when drawing spline mesh at run time?
Why does the REMOVE method of map container remove elements have memory leaks?
I can't open my map from the editor.
How does Character rotate in the current position in the blueprint?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-97711 in the post.
1 |
Component | UE - Gameplay - Blueprint Compiler |
---|---|
Affects Versions | 4.25, 4.26 |
Created | Aug 27, 2020 |
---|---|
Resolved | Jul 19, 2022 |
Updated | Jul 19, 2022 |