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,
foreach enum
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?