In C++ I have a UENUM Class. Any changes I make to the UENUM class including display name seems to invalidate any references in my blueprint code,
enum to string
Even uses of that enum as Blueprint function parameters
Instead I get my original type is replaced with this HOTRELOAD half types. And the code actually runs and compiles
I dont get any errors until I try to start manually switching all of the HOTRELOAD types to the actual UENUM type I created.
How can I more seamlessly update by UENUM without have to re-write my blueprint code each time I compile?
How can I more easily detect the “place holder” HOTRELOAD types?