For example, say I have some enum like the following:
UENUM(BlueprintType)
enum class EMyEnumType : uint8
{
Value1,
Value2,
Value3,
};
And then I have some property somewhere that references it:
UPROPERTY(EditDefaultsOnly)
EMyEnumType EnumValue;
If I have a lot of blueprint assets that reference a specific value of the enum, say EMyEnumType::Value2
, how do I deal with updating all references if EMyEnumType::Value2
gets renamed, lets say to EMyEnumType::Value666
.
When testing this I can see in the editor that it shows “EMyEnumType MAX” and it outputs a warning to the log, but only when you open the blueprint editor for an asset that is using the enum:
LogEnum:Warning: In asset ‘blah’,
there is an enum property of type
‘EMyEnumType’ with an invalid value of
‘EMyEnumType::Value2’
This seems like it would be very hard to manually find every blueprint that is using this enum and update their values one-by-one since you could easily miss one and not know about it. Are there any tools for making this process less painful?