Description

 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
Steps to Reproduce
  1. Make a BP Enumeration with 3 values
  2. Open the Level BP
  3. Make a blueprint macro that has a variable of type of the Enumeration, default  to the first value in the Enumeration
  4. In a level blueprint, call the macro, and setting the variable pin to the second value on the node (no input pin)

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`

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Won't Fix
ComponentUE - Gameplay - Blueprint Compiler
Affects Versions4.254.26
CreatedAug 27, 2020
ResolvedJul 19, 2022
UpdatedJul 19, 2022
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