How to update a map of a map (using a struct as a go-between)?

I need to have a map of a map, which I know isn’t possible in Blueprints.

So instead, I put the second map in a struct (as been suggested elsewhere).

My issue now is… how do I update this? Because despite the below rather long chain of nodes from the screenshot, my new values get lost somewhere:

Anyone have a better/generalized solution for this map - struct- map - struct problem?

(I also want to include this in a save game, which I hope won’t be an issue as long as I check every “save game” box for every struct variable… fingers crossed.)

1 Like

Someone told me that something like this attempt might be a workaround for the lack of FindByRef but it seems to either not work, or I misunderstood something (also, sad about the inability to put it into a wildcard macro as I tried here):

Mhm, delicious copypasta, indeed.


We’re updating this, right?

2 Likes

Yessss, fantastic thank you!

Here’s what your solution looks like on my side, and while it works it makes me also seriously question using this method of circumventing Epic’s limitations and instead try to come up with something else… :sweat_smile:

1 Like

This topic was automatically closed 30 days after the last reply. New replies are no longer allowed.