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Access to TMap and TSet via blueprints

Could blueprints get added support to acesss TMap and TSet containers in the same was TArray is already supported

Thanks

S

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asked Aug 04 '14 at 01:32 AM in Blueprint Scripting

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Goldfinger
286 3 5 16

avatar image Shadowriver Aug 04 '14 at 03:38 PM
  • from me ;)

avatar image Xarol Jan 25 '15 at 07:27 PM
  • from me. Maps, hashtables, or other intelligent data structures would be very useful.

avatar image CodeSpartan Jan 27 '15 at 07:45 PM
  • from me

avatar image mpie Mar 01 '15 at 09:43 PM
  • from me

avatar image thk123 Jun 05 '15 at 05:17 PM

I'm gobsmacked this doesn't exist, tried to implement my own but without type level template support it is largely futile beyond creating the specific types I need.

avatar image BlueByLiquid Aug 16 '15 at 09:30 PM

I'm totally at a loss as to them not having this feature. HashMaps are used constantly.

avatar image ScottSpadea Nov 28 '15 at 03:32 AM

bump. I would love to see TMaps in blueprint. Any progress being made on this for UE4.11?

avatar image Shadowriver Nov 28 '15 at 05:12 AM

Rama Victory plugin give you kind of pseudo support for it (read adds some nodes in to blueprint, which probably you can do that yourself)

avatar image fabianu Aug 02 '16 at 09:23 AM

I would love to see TQueue in blueprints too!

avatar image Fabsterpal Aug 03 '16 at 01:02 AM

This is kind of a strange thing to lack in what's supposed to be a (visual) scripting language.

Maps are almost as fundamental as arrays. UE4 should ship with some kind of written scripting language built in, maybe like Unreal.js... Because blueprint doesn't cut it and C++ isn't appropriate for everything (many things it isn't)

I for one love blueprint for UI and some other things but features like this are essential for many games.

avatar image devast3d Sep 14 '16 at 09:26 PM

I seriously need associative container too. Working with the array kills my perf :(

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4 answers: sort voted first

Hello everyone,

This feature request (UE-2114) has been entered into our system. I will provide updates on this request as they become available.

Have a great day

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answered Jan 12 '16 at 02:40 PM

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Sean L ♦♦ STAFF
44k 485 149 438

avatar image John Alcatraz Feb 21 '16 at 08:28 PM

Hi Sean, do you think this will be added soon to the engine, or is it backlogged?

avatar image Sean L ♦♦ STAFF Feb 23 '16 at 01:52 PM

Hi John,

Currently the developers are focusing their attention on other issues, but I will be sure to provide updates on the feature request as they become available.

Have a great day

avatar image CleanCut Aug 02 '16 at 04:11 AM

@sean-flint (or another Epic Staff member) Will you please make UE-2114 public?

avatar image Sean L ♦♦ STAFF Aug 02 '16 at 01:27 PM
avatar image _maja_ Nov 18 '16 at 06:27 PM

The issue doesn't seem to be public anymore

avatar image Sean L ♦♦ STAFF Nov 18 '16 at 07:19 PM

Sometimes they need to be reset. Give it a shot now.

Let me know if it works.

avatar image Zoc Aug 03 '16 at 12:50 AM

Should we get people to vote for this, to bump up this request priority? ;)

avatar image Sean L ♦♦ STAFF Aug 03 '16 at 12:39 PM

If you're interested in seeing an issue fixed, or a feature request implemented, it's always worth voting for. However, keep in mind that this will not guarantee its implementation, but it is a good gauge regarding the amount of interest behind a particular request.

avatar image jaragoondoo Dec 03 '16 at 12:10 AM
avatar image grygabrielphon Dec 12 '16 at 08:17 AM

Interesting, but I'm not finding it as a selectable type when creating a blueprint variable. Were you actually able to find these documented features anywhere in 4.14? Perhaps the documentation went up early?

avatar image Sean L ♦♦ STAFF Dec 12 '16 at 03:42 PM

The fix version of the ticket is listed as 4.15, which means you should be on the lookout for the feature in the next release.

Let me know if you have further questions.

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I think they not support that. Btw, if you want alternate way, you can make struct contain TArray then make that struct to Tarray also. Like this

 USTRUCT(BlueprintType)
  struct FMap
   {
          TArray<T> Value;
   }

then

 TArray<FMap> Key;

Now you have custom TMap of T type that can access in blueprint.

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answered Aug 04 '14 at 10:35 AM

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Duncan Dam
3k 121 50 164

avatar image iniside Aug 04 '14 at 10:41 AM

It is some way around, but you miss very important feature. Which is fast searching based on hash table, for TMap.

I think this is main reason, why would want to have TMap exposed to reflection in first place.

avatar image Duncan Dam Aug 04 '14 at 12:05 PM

Ok, so i cannot help much then,

avatar image Shadowriver Aug 04 '14 at 03:38 PM

Point of Map is to use different variable types as a index, but it could be emulated with predefind type with class for each type. But i still think Map should be supported nativly :)

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I confirm that Map on blueprint would be useful...

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answered Jan 30 '16 at 02:16 AM

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lpalbou
171 3 11 16

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You can achieve a key->value mapping, however it's quite tricky and involves the use of a macro library and a struct + wrapper class OR function library and struct. It's a hacky workaround, but one nonetheless.

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answered Feb 01 '16 at 12:09 AM

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Fabsterpal
10 2 3

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