How to use TMultiMap?

Hello.

I will start off by saying i’m new to C++ especially in UE4 but I have been programming in various languages for a while. Anyways, going through the documentation I found that unreal has TMultiMaps which are ideal for me to use because I am trying to create a list of bonuses that can be applied to various things, but many different source types can be granted and only the largest of a particular type will be applied.

Anyways I am unsure how to use it because everything I try gives me some sort of error.

This is my BaseCharacter.h file.

#pragma once

#include "GameFramework/Character.h"
#include "BaseCharacter.generated.h"

USTRUCT()
struct FIntAsString
{
	GENERATED_USTRUCT_BODY()

		UPROPERTY(EditAnywhere, Category = Setup, AdvancedDisplay)
		TMultiMap<FString, int32> MyMultyMap;
};


UCLASS()
class PATHFINDER_API ABaseCharacter : public ACharacter
{
	GENERATED_BODY()

public:
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = BasicData)
		FString Name;
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = BasicData)
		int32 HPCur;
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = BasicData)
		int32 HPMax;
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Defense)
		int32 AC;
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Defense)
		int32 ACTouch;
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Defense)
		int32 ACFlat;
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Defense)
		FIntAsString ACBonuses;

	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Abilities)
		int32 StrScore;
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Abilities)
		int32 DexScore;
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Abilities)
		int32 ConScore;
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Abilities)
		int32 IntScore;
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Abilities)
		int32 WisScore;
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Abilities)
		int32 ChaScore;
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Abilities)
		FIntAsString StrBonuses;
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Abilities)
		FIntAsString DexBonuses;
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Abilities)
		FIntAsString ConBonuses;
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Abilities)
		FIntAsString IntBonuses;
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Abilities)
		FIntAsString WisBonuses;
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Abilities)
		FIntAsString ChaBonuses;

You can’t use a TMultiMap as a Blueprint property. If you have UE4.15 you can use a TMap, but not a TMultimap. If you are using UE4.14 or earlier all you can use as a property is a TArray.

Franco