To be consistent with our C++ binding code you would handle enums like this:
EAxis::Type which_axis = (EAxis::Type)scope_p->get_arg<SkEnum>(SkArg_1)
However, ideally we would like to keep UE4-specific types out of the interface for the
VectorMath overlay as the plan is to keep this overlay compatible across engines. We are currently using the UE4 types internally since they are available but would like to keep the script interface UE4-agnostic if at all possible.
To achieve this, you could either define a specific enum in the
VectorMath overlay that happens to use the same integer values as
EAxis, or if passing around an enum is actually not crucial, then have three individual methods