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UEnum issues

Hi forum, i try to create a list for cosmetic purposes with UEnum, but i afraid is very buggy and tricky!
this is my code for my enum:



UENUM(BlueprintType)
enum class EVideoDevices : uint8
{
	yes,
};



and now in the costructor of my class i manage that enum to list my own custom list



if (fsDevicesNames.Num() > 0)
	{
		TArray<FName> fnDevicesNames;
		for (int i = 0; i < fsDevicesNames.Num(); i++)
		{
			FName deviceName = FName(*fsDevicesNames*);
			fnDevicesNames.Add(deviceName);
		}
		if (fnDevicesNames.Num() > 0)
		{
			UEnum* pEnum = FindObject<UEnum>(ANY_PACKAGE, TEXT("EVideoDevices"), true);
			if (pEnum)
			{
				//fnDevicesNames.Add("Default");
				fnDevicesNames.Add("cam2");
				pEnum->SetEnums(fnDevicesNames, UEnum::ECppForm::Regular);
			}

		}
	}



as you can see i add some enum names manually, is work perflectly but seems very bug in the editor, when i create a UProperty() in order to see in the editor i cant switch between elements on that enum, is very weird, if a try a short FName i can change in the editor, but when use a long FName now cant

436399f9612d6bef95c20808e7fa7d22fc83b822.png
in my test i can switch between default and cam2 but i cant choose microsoft life bla bla, seems because is a very long name, i am doing something wrong?

Bump!, i think really is a minor bug, can confirm?