TEnumAsByte saving and loading

Thanks for that, but I’m not seeing how that helps me. UTexture2D is a Unreal object class that has TEnumAsByte variables as part of its class, I need to figure out how to get that data and write back to it so I can use that class.

I did find this example -

https://forums.unrealengine.com/archive/index.php/t-33140.html

// Create the texture we're going to fill with data.
UTexture2D* Tex2D = UTexture2D::CreateTransient(Width, Height, PF_B8G8R8A8);

#endif // WITH_EDITORONLY_DATA
Tex2D->PlatformData->NumSlices = 1;
Tex2D->NeverStream = true;
Tex2D->Rename(*FileName);
Tex2D->CompressionSettings = TC_Default;

So setting it shouldn’t be difficult if I can replace TC_Default with an FString. Then I need to figure out why I’m getting nothing when I call

"compressionSettings = " + compressionSettings.GetValue() + "\n"