# (39) 's Extra Blueprint Nodes for You as a Plugin, No C++ Required!

**URL:** <https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448>\
**Category:** Blueprint\
**Tags:** unreal-engine\
**Created:** [April 29, 2014, 1:27am UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448 "2014-04-29T01:27:59Z")\
**Posts on this page:** 1\
**Showing post:** 560

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**Author:** ![Hyperloop](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/hyperloop/32/1203427_2.png) [@Hyperloop](https://forums.unrealengine.com/u/Hyperloop)\
**Post date:** [February 4, 2015, 5:40am UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/560 "2015-02-04T05:40:53Z")

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One idea for super handy node would be to write a UFUNCTION to expose the ability to add and search for data in a TMap via blueprint. TMap’s can’t be exposed directly to blueprints as a UPROPERTY, but it would be very very hand to have the ability to store stuff in a container that can be searched quickly via blueprint. It’s one of the major shortcomings of using arrays in blueprint beyond a certain point because to search on them begins to take a long compared to a dictionary/hash map

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