So, to clarify, the enums you’ve created in 4.14.3 and converted to 4.15 are not displaying correctly in 4.15?
But new ones that you created in 4.15 are working fine?
Is this correct?
If this is still the case, and you’re still seeing broken Enums from 4.14.3 to 4.15, please provide your full list of repro steps after reproducing the issue in a clean, test project. Make sure to detail how you are converting the project to 4.15 (are you using the Open a Copy feature when converting, or are you right-clicking the .uproject file and using the Switch Engine Version option, or some other method).
The more information you can provide here, the better, so try not to leave anything out.
Yes,that’s correct.
Sadly,I cannot repro this issue myself if I create a new empty project and add enum and switch node,then convert that to 4.15 using open a copy feature.Maybe that issue has something to do with my specific project…
Unfortunately, without a repro case for this issue, we are unable to take any further action. If you are able to reproduce the issue in the future, please feel free to leave a comment to reopen this thread, and provide the information requested in my previous comment.
I have found a temp fix now:just right click on the switch on node and then refresh node,all the missing pin names come back! So all I have to do now is to do this for every of my switch node myself…
I’m having the exact same problem and find that every time you restart the editor, the pin names reset to “New Enumerator n”. I’m in 4.15p3 working in a project that was created in an earlier version.
Hi I’m having the exact same issue. Just updated to 4.15p4 and it’s a project that was created pre4.15 and ‘opened as a copy’ initially in 4.15p3.
Any enum switches I have get reset to “New Enumerator N” (in the switch only) each time I open the project, just as in 's screen cap above. If I create a new enum in 4.15p4, however, it’s fine.
Could you do me a favor and test this in a clean project? Meaning create a project in 4.14 and then update it to 4.15 P4. Let me know if you see the same behavior.
Also, it would be great if you could provide your original 4.14 project that you used when you first saw the issue.
I got this issue on updated from 4.14.4 to 4.15 all my switches have just been changed to New Enumeration, i can pull off and create a new switch and it will contain the correct list its just switches created in 4.14 seem to be cleared? they all seem to work still but its a pain because i have to recreated them.
I have found a workaround to solve this.At least,it worked for me.
The method is quite easy.Just try resave all the enum assets in 4.15 and that’s it!You can see the result after restarting the editor.
Tell me if that works for you.
Thanks for the repro. This was caused by a load order issue (the enum was used before PostLoad had been called, and PostLoad is what updated the display name).
I’ve fixed this for 4.15.1, but re-saving your User Defined Enums will also solve the issue (as it removes the need for PostLoad to have run to get valid display names).
I also have the bug A with broken Enums and B with enum select node content not properly displayed in 4.15 release ( B seems to still function) A may cause breaking related widget layouts (Action RPG Inventory). Upgraded from 4.14.3, can not reproduce, issue surfaced shortly after upgrading.
Possible related log error: ‘/Game/Assets/OldVillage/Meshes/Structure/Enumerators/BP_Fence_Enum.BP_Fence_Enum’ was upgraded to use FText to store its display name data. Please re-save this asset to avoid issues with localization and determinstic cooking.
However, enum content is still properly displayed in the editor upon opening enums.
I’ve lost almost week’s worth of working hours trying to figure out why I couldn’t get my games to switch over to 4.15. All I had to do was remake my enums and replace all my nodes. Wish I saw this post earlier before I started outsourcing the work.
I had this issue after upgrading from 4.14.1 to 4.16.1. It only showed up in the log when I built a server in the Frontend tool. It did not appear when I built the game in the editor. The error message was a bit confusing, maybe you could improve that. It had me thinking that I needed to re-save the asset that used the enum but that didn’t work. I opened the enum in the editor and saved it. The warning went away.