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Exposing Reserve() to Blueprints arrays

This is a vital performance function when generating arrays with 500+ size per tick, cause memory reallocation kills the performance completely in blueprint only projects. Can it be exposed to blueprints in the near future?

Product Version: UE 4.19
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asked Jun 24 '18 at 09:46 PM in Blueprint Scripting

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Felix Leonhart
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avatar image enearle Jun 24 '18 at 10:09 PM

Yeah, I have blueprint I was working on that generates terrain for an open world. It uses arrays for each vert stored in a larger array of tiles. As far as performance goes I have know idea what it's doing. :/

Speaking of which, how do struct arrays even allocate memory? Their components could be anything of any size. I would assume they should probably be avoided if possible but this is well beyond my knowledge.

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It is possible to expose the function yourself. Though doing it might cause problems with Blueprint nativization and might not work in the future. See here: https://forums.unrealengine.com/development-discussion/c-gameplay-programming/1590531-implementing-a-custom-generic-array-function-for-blueprint-like-array-remove-requires-customthunk

If you wanna do it anyway: You need a class that inherits from FScriptArray (or implement everything in there on your own), probably want a copy of FScriptArrayHelper that works with your child of FScriptArray.

Then see KismetArrayLibrary.h and my link above on how to create generic array functions.

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answered Jul 17 '19 at 03:03 PM

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