That’s a great idea!
I could make an Actor that you spawn that could store tmaps
The one is how to define the types of the tmap
I might have to just go with some stock variants like
FString,FString,
FString,int32
FString,Vector
buuut, is rather limiting
The types have to be defined for the TMap at compile though…
sooooo
How about you tell me what Tmap combination you need, and other people can do the same, and I’ll just keep making tmaps on one actor, the TMapActor, and whichever one you need is the one you use.
Obviously not a perfect solution but I have no idea how to allow you to pick the tmap types via BP, maybe the reason they are not BP exposed in first place.
But what I’ve described as a solution could work , as one extra actor is a lot less troublesome that having really slow lookups of large amounts of data, constantly, during game.