On my dedicated server, in my GameMode class, I have defined an map. Let’s call it BigMap.
In an actor, I want to access BigMap and add a bunch of entries to it. Let’s say 50.
To me, there are a few ways to do this:
Access GameMode, from that access BigMap, from that do a foreach adding the items directly to BigMap. I would expect this to work as expected.
Access GameMode, from that access BigMap. Set a local Map variable to equal BigMap. Add the 50 items to the local map. I would expect this to work the same, they items get added to BigMap.
#2 doesn’t seem to work. It appears that doing a SET isn’t setting a reference to BigMap, it COPIES big map to local map. The items are only added to the local map. BigMap stays empty.
Can I get confirmation that this is working as expected?
More importantly…is there documentation anywhere that goes over this behavior, and the behavior of blueprint gotchas in general?