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TMap.Find returning random value

This one has me stumped. Looking for a little guidance!!

In header file:

 USTRUCT(BlueprintType)
 struct FStatValue
 {
     GENERATED_BODY()
 
     UPROPERTY(EditAnywhere, BlueprintReadWrite)
     int32 MinValue = 0;
     UPROPERTY(EditAnywhere, BlueprintReadWrite)
     int32 CurrentValue = 100;
     UPROPERTY(EditAnywhere, BlueprintReadWrite)
     int32 MaxValue = 100;
 };


 TMap<EStat, FStatValue> TStats;
 
 UFUNCTION(BlueprintCallable, Category = "Stat Manager")
 void SetStat(EStat Stat, int32 NewValue, bool Update);

Next I have in my CPP:

 void UF3CMasterStatManager::SetStat(EStat Stat, int32 NewValue, bool Update)
 {
     FStatValue* FS = TStats.Find(Stat);
     if (FS != nullptr)
     {
         FS->CurrentValue = NewValue;
         if (FS->CurrentValue < FS->MinValue)
         {
             UE_LOG(LogTemp, Warning, TEXT("MinValue Override in Uf3CMasterStatManger::ModifyStat"));
             FS->CurrentValue = FS->MinValue;
         }
         else if (FS->CurrentValue > FS->MaxValue)
         {
             FS->CurrentValue = FS->MaxValue;
         }
         //FS->CurrentValue = FMath::Clamp(NewValue, int32(FS->MinValue), int32(FS->MaxValue));
 
         // If the call asked to update the stat (in child for display purposes)
         if (Update)
         {
             UpdateStat(Stat);
         }
 
     }
     else
     {
         UE_LOG(LogTemp, Warning, TEXT("MasterStatManager: Set Stat Find returned NULLPTR."));
 
     }
 }

I exploded the Clamp (which is commented out) to see what was actually happening. I set a breakpoint on the UE_LOG line inside the IF. The MinValue is coming back as 512, or 440 or 600 sometimes. and sometimes 0! I scanned all my logic and nowhere do I even attempt to update the default value for MinValue. So it should always be 0.

Product Version: UE 4.19
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asked May 29 '18 at 07:17 PM in C++ Programming

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Rukgul
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