Core redirects property redirects don't work! Bonus: I have the magic mojo for enum redirects!

I finally managed to figure out enum redirects although you need undocumented magic mojo to make them work, but now I can’t seem to get the core redirect to work for structs or even more simply: variables. I ultimately want to convert blueprint variables to their C++ counterparts, but even a simple redirect of a boolean within an animation blueprint class to another blueprint boolean in the same class doesn’t do ANYTHING! Is there a way to turn on logging of core redirects? I’ve tried fully qualified names, partially qualified names, nothing works!!

My current redirector:
+PropertyRedirects=OldName=“Mannequin_AnimBP.ALS_Aiming”,NewName=“NewVar_0”)

No warnings, no errors, and more importantly, no action! So very frustrating!! Maybe this is a case where you need more magic mojo to make it work? I haven’t even started on structs yet! Any assistance is appreciated but I fear only unreal developers can even answer this question.

Magic mojo for enums for anyone needing it (Blueprint to C++):
+EnumRedirects=(OldName=“OldEnum”,NewName="/Script/ProjectName.NewEnum",
OverrideClassName="/Script/CoreUObject.Enum",
ValueChanges=(“NewEnumerator0”,“NewEnum::Value0”),“NewEnumerator1”,“NewEnum::Value1”)))

When I use your magic mojo I’m getting an error that the engine can’t find my new enum. What does your enum look like in C++?

UENUM(BlueprintType)
enum class EStance : uint8 {
eStanding UMETA(DisplayName = “Standing”),
eCrouching UMETA(DisplayName = “Crouching”)
};

All the redirect stuff is pretty cryptic, and there is rarely any indication of what’s actually going on behind the scenes, it certainly can be frustrating. Is this the form of your enum declaration?

The only way I found to get property redirects to work was to just use the property name - no class or package qualifiers. Obviously that’s no good if the name is a common one, but it can work in certain cases.

An alternate approach in C++ is to deprecate the old property (append “_DEPRECATED” to the name) and transfer the old value to the new property with upgrade code.