UFSM: Finite State Machine

Hi Bruno, I think I found a bug. I created an FSM component, added a BP enum with two states (movement and jump), generated the functions, and attached the FSM component to the BP character. The bug appeared when I added a new state to the enum. The component automatically added the new state to the State tree array but the new state cannot be found by the FSM: Set State function. To make it work, I had to delete the FSM component and attach it again.
It seems to work fine if the states are added manually/directly in the State Tree array (and no BP enumeration is used at all)
Edit: 4.26 version