# Array and structures

**URL:** <https://forums.unrealengine.com/t/array-and-structures/1262860>\
**Category:** Blueprint\
**Tags:** Structure, unreal-engine, Array, Blueprint, question\
**Created:** [August 16, 2023, 1:03pm UTC](https://forums.unrealengine.com/t/array-and-structures/1262860 "2023-08-16T13:03:20Z")\
**Posts on this page:** 1\
**Showing post:** 7

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**Author:** ![Everynone](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/everynone/32/1135017_2.png) [@Everynone](https://forums.unrealengine.com/u/Everynone)\
**Post date:** [August 18, 2023, 9:07am UTC](https://forums.unrealengine.com/t/array-and-structures/1262860/7 "2023-08-18T09:07:30Z")

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- this is the data:

 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/0/0/0/000f1899c1abffeea615a4a77fc7f21b24c627fe.png)

The **A** column needs to be added as we need unique `Row Names` for the DT. Everything else can be jumbled / missing, including **Seconds**

- imported using the very appropriately named `sTimeStructMess` 😇 :

![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/9/f/c/9fcdd872f1c2cb5bea163cd50e89b863a338d42d.png)

* * *

> So I was thinking I need unreal to do the “tidying up” of the csv input.

- called `sActorLocationAtSecond` below:

![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/3/b/0/3b05e60fa781a103aec411da52aa7eb1f2659ef2.png)

- it becomes a part of `mSecondsMap`:

 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/f/0/e/f0ee6f06fb91604eba0a9739e645868bbc9329dc.png)

It describes _which_ actors are _where_ at each second present in the csv; and gets populated like so:

 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/0/9/2/092c47c6b0f9cf869ede39e8302dc91e00a5176d.jpeg)

The temp arrays are necessary because [reasons](https://forums.unrealengine.com/t/how-to-update-a-map-of-a-map-using-a-struct-as-a-go-between/1259949/3).

* * *

To use it:

 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/0/6/5/0656f39cb361af2d1ddf10c5e1c241f9e663c82c.png)

> The actors could be something as simple as a cube for argument sake.

If we knew how the actors should be referenced, it’d be quite possible to incorporate the references directly into `mSecondsMap`, rather than fetch them via whatever other methods is necessary. Here it’s a hard-coded map:

 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/5/f/1/5f13b0eac6526cf1c5eeb902f455a51c1b1babf0.png)

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