This was a very, very old way that Unreal supported enums. It was obsolete even in 4.27.
What you should be doing is using a more modern C++ feature, enum class
:
UENUM(BlueprintType)
enum class EMatchmakingQueue : uint8
{
...
};
Once you do that, you don’t need the TEnumAsByte
wrapper at all and you can just make properties and parameters of type EMatchmakingQueue
directly.
You should have been getting other errors from the fact your enum doesn’t start with an ‘E’, but that’s besides the point.