Blueprint Map "find" node that gets value as reference possible? Same as "Get (ref)" for arrays

I’m interested in this because I’ve been looking for something similar, but after reading what you posted I wonder…

From what (little) I’ve gathered about CustomThunk functions, that part before [FONT=courier new]P_FINISH is meant to be used to identify the pin type, so couldn’t you do something like… [FONT=courier new]P_GET_TMAP_REF(FProperty,FProperty,ParamName) (since all pins are “properties”), and later identify the types? Not sure if that would actually work.

Er, isn’t “returning a value by ref” kind of incongruous here? I’m talking from my knowledge of C++ limited to mainly UE4 itself, so maybe what I say it’s possible in plain C++ but the reflection system doesn’t support it. Otherwise I suppose you’d simply need to make the return type of the function itself by ref, something like this:


 UFUNCTION(BlueprintCallable, CustomThunk, meta = (MapParam = "TargetMap", MapKeyParam = "Key")
int32& Map_FindRef(const TMap<int32, int32>& TargetMap, const int32& Key);