Is there a way to store different types of variables in one place, at runtime?

To add on to the other suggestions, it’s probably unlikely that you’ll need to keep your variables completely undefined. If you’re trying to do something like save a bunch of unknown blueprints, you can likely just define an Actor type which accepts any blueprint actor (or for that matter any actor)- though if you want to do any modifications specific to the blueprint, you’ll need to cast to that specific class, which would not be great at a large scale.

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