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Custom Struct == Operator with Array.Find

Hi guys,

I have a little problem with a custom C++ Struct being used in an Array in Blueprints. If I use Array.Find to find an item inside, the overloaded == operator is not called. But if I use my custom Compare Method, written to expose this function to blueprints, it works as expected. Can someone point to my mistake here?


 // Fill out your copyright notice in the Description page of Project Settings.
 #pragma once
 #include "CoreMinimal.h"
 #include "Engine/UserDefinedStruct.h"
 #include "FSaveStruct.generated.h"
 struct FSaveStruct 
     UPROPERTY(EditAnywhere, BlueprintReadWrite)
     FGuid ObjectUUID;
     UPROPERTY(EditAnywhere, BlueprintReadWrite)
     FString UserUUID;
     UPROPERTY(EditAnywhere, BlueprintReadWrite)
     int32 ObjectState;
         UserUUID = "";
         ObjectState = 0;
     inline bool operator==(const FSaveStruct& other) const
         GEngine->AddOnScreenDebugMessage(-1, 5, FColor::Red, "OPERATOR OVERLOADED!");
         return other.ObjectUUID.ToString() == ObjectUUID.ToString() && other.UserUUID == UserUUID;
 class FANTASYSURVIVAL_API UFSaveStructLib : public UBlueprintFunctionLibrary 
     UFUNCTION(BlueprintPure, meta = (DisplayName = "Equal FSaveStruct", CompactNodeTitle = "==", Keywords = "== equal"), Category = "Math")
         static bool EqualEqual_FSaveStructFSaveStruct(const FSaveStruct &arg1, const FSaveStruct &arg2);


 #include "FSaveStruct.h"
     bool UFSaveStructLib::EqualEqual_FSaveStructFSaveStruct(const FSaveStruct &arg1, const FSaveStruct &arg2)
         return arg1 == arg2;

Blueprint "Code":

I hope someone knows whats wrong here. I need to override the == operator, because I don't want to compare all properties, because the Object State should not be compared (as this is different 99% of times).

Product Version: UE 4.16
array_comp.png (101.5 kB)
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asked Jun 04 '17 at 10:51 AM in C++ Programming

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avatar image HailstoneJosh Jun 04 '17 at 03:38 PM

Can you post the portion that's attached to target on the blueprint that doesn't work?

avatar image Drommedar Jun 04 '17 at 03:47 PM

It's just a replicated array in the Game State. So this should not be the problem to why the operator isn't called, me thinks ;D

attach.png (41.8 kB)
avatar image HailstoneJosh Jun 04 '17 at 03:49 PM

It's possible that the data hasn't replicated yet. Have you put a breakpoint and checked the contents of the array?

avatar image Drommedar Jun 04 '17 at 05:17 PM

Sorry, maybe it wasn't clear. If I do an ForEach Loop over the contents of the array and compare them with the Equals Method, then everything works. So the content is already there, the find method just does not call the overloaded operator.

avatar image SerzaNT Jun 06 '17 at 03:56 PM

Same problem here. I used workaround in the meantime, but i would rly want to know how to get this to work properly.

avatar image Tsaukpaetra Apr 01 '19 at 10:00 PM
  • this. I've been ripping my hair out trying to figure out why blueprints can't find my struct in the TMap, and this seems related. Sigh.

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Have you tried using FORCEINLINE instead of inline? Everything looks okay to me except that - maybe somehow reflection is messing stuff up if your overidden operator isn't [something something weird reflection system magic dragons].

If not that, then what was the output of your debug stuff? Are you seeing the message when the operator runs? (I assume not if you've concluded the operator never fires.)

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answered Jun 05 '17 at 10:47 PM

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avatar image Drommedar Jun 08 '17 at 05:01 AM

Will check this when I get back home. But I think I had the FORCEINLINE in already, but we will see ;-D

avatar image NamInUz Feb 02 '19 at 04:38 PM

This doesn't work for me either

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