Unreal Engine 5.2, Blueprint issue.
Background:
I have a Map that contains a struct that itself contains a map, below is example:
(DroppedBags=[(
PlayerInputSavedName
,DroppedBag=[(
InventoryItemData=[(
InventoryID
,Name
,Description
,Value
,ValueType
,ValueTypeOrder
,Texture
,ItemWeight
)]
,ItemAmount
)]
)]
)
The outer Map is a string key with a struct value. The inner map is a Struct key with a Float value.
The idea here is that I am able to track all dropped bags, and the contents of those bags utilising this variable.
Issue:
When attempting to break the inner struct the returned map is read as being empty (no debug data), even though the struct is read as having data contained within.
Screenshot example:
String output of watched values:
Watching Struct Dropped Bag Structure Dropped Bag
(DroppedBag=[(
InventoryID=16
,Name=“Jewelcoin”
,Description=“Currency, used to purchase items.”
,Value=1.000000
,ValueType=“Jewelcoin”
,ValueTypeOrder=5
,Texture=/Script/Engine.Texture2d’‘’/Game/Game/Texture/Images/Coin.Coin’‘’
,ItemWeight=0.005000
)]
50.000000)
Watching Map of Struct Inventory Data Structures to Float (double precision)s Dropped Bag
(no debug data)
The FIND node in the above screenshot returns a False when comparing the Inventory Item Seelcted Value to the key in the Map. However, I have confirmed multiple times that the value is indeed the same as what is in the struct (At least from a watched value perspective. I cannot directly compare two structs within UE. ).
Question:
How do I read the map in the struct, what is the correct method of pulling the value from this struct given that it is being read as having content?