Hmm…
I was just curious if there is already
something like that assigned to the
owning actor.
Not that I am aware of at the moment. Maybe give some background on what you want to accomplish, cause I might not clearly understand the issue.
Currently I store the pointer in a
TMap.
Assuming you store a data, where “string” is a name of the object, then you probably already using TMpa.contains(“ObjectName”) to retrieve the pointer by name. Other than that, maybe using Iterator to find Actor by Name in the Scene would do the trick (BUT - it can be a relatively heavy process).
SoI figured the owning object might
have a TMap of some sort where I can
just find inside it using the name.
That make me think you your are talking about Parent object and its Children objects that attached to it. And maybe you want to find a Child object that is attached to a Parent object? e.g:
- CubeObject(Actor)
- Cube2(Actor)
- Cube3(Actor)
CubeObject.Find(“Cube2”)
Something like that?