Bitflags being limited to 5 options in the inspector.

UENUM(BlueprintType, meta = (Bitflags))
enum class EEquipSlot : uint8
{
	None = 0,
	Head = 1 << 0 UMETA(DisplayName = "Head"),
	Face = 1 << 1 UMETA(DisplayName = "Face"),
	Chest = 1 << 2 UMETA(DisplayName = "Chest"),
	Hands = 1 << 3 UMETA(DisplayName = "Hands"),
	Waist = 1 << 4 UMETA(DisplayName = "Waist"),
	Legs = 1 << 5 UMETA(DisplayName = "Legs"),
	Feet = 1 << 6 UMETA(DisplayName = "Feet"),
};
ENUM_CLASS_FLAGS(EEquipSlot)

UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Equip Settings", meta = (Bitmask, BitmaskEnum = "EEquipSlot"))
	int32 EquipFlags; 

When I check this in the inspector I only get options up to “Waist” and “None” doesn’t unflag everything like you’d expect.

Am I doing something wrong?

To anybody who encounters this issue, I found adding "UseEnumValuesAsMaskValuesInEditor = “true” allowed them to all appear.

None wont clear the bitmask unless you expand it with a function, so if you want it to not be displayed just us UMETA(Hidden)

Updated Code:

UENUM(BlueprintType, meta = (Bitflags), UseEnumValuesAsMaskValuesInEditor = "true")
enum class EEquipSlot : uint8
{
	None = 0 UMETA(Hidden),
	Head = 1 << 0 UMETA(DisplayName = "Head"),
	Face = 1 << 1 UMETA(DisplayName = "Face"),
	Chest = 1 << 2 UMETA(DisplayName = "Chest"),
	Hands = 1 << 3 UMETA(DisplayName = "Hands"),
	Waist = 1 << 4 UMETA(DisplayName = "Waist"),
	Legs = 1 << 5 UMETA(DisplayName = "Legs"),
	Feet = 1 << 6 UMETA(DisplayName = "Feet"),
};
ENUM_CLASS_FLAGS(EEquipSlot)


UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Equip Settings", meta = (Bitmask, BitmaskEnum = "EEquipSlot"))
	int32 EquipFlags;