I defined a UPROPERTY in C++ code as following, it is a integer with Bitmask specified.
UPROPERTY(Category = Collision, EditAnywhere, BlueprintReadWrite, meta = (Bitmask))
int32 CollisionMask;
and I want to use the collision mask in blueprint with blueprint enum, is this possible? Thanks.
It do not know about version 4.13, but in 4.16 and beyond it is very possible:
https://docs.unrealengine.com/latest/INT/Programming/UnrealArchitecture/Reference/Properties/
(look for the text: “BitmaskEnum”.)
Example copied from the link:
UPROPERTY(EditAnywhere, Meta = (Bitmask, BitmaskEnum = “EColorBits”))
int32 ColorFlags;