TMap data lost

I want make a struct use like Tree

this is My Struct



USTRUCT(BlueprintType)
struct ACTIONRTS_API FGenChamberInfo : public FTableRowBase
{
    GENERATED_BODY()
public:
    FGenChamberInfo()
    {}
    UPROPERTY(EditAnywhere, BlueprintReadOnly)
        FName StreamLevelName;

    UPROPERTY(EditAnywhere, BlueprintReadOnly)
        FChamberInfo CurrentRoomInfo;

    UPROPERTY(EditAnywhere, BlueprintReadOnly)
        int Index;

    //UPROPERTY(EditAnywhere, BlueprintReadOnly)
    //    TMap<EDoorType, FGenChamberInfo> NextRoomForEditer;
    //UPROPERTY(EditAnywhere, BlueprintReadOnly)


    //UPROPERTY(EditAnywhere, BlueprintReadOnly)
    FGenChamberInfo* PreRoom;

    TMap<EDoorType, FGenChamberInfo*> NextRooms;


    //UFUNCTION(BlueprintCallable)
    FGenChamberInfo GetNextRoom(EDoorType doorType);

    /** Equality operators */
    bool operator==(const FGenChamberInfo& Other) const
    {
        return StreamLevelName == Other.StreamLevelName && Index == Other.Index;
    }
    bool operator!=(const FGenChamberInfo& Other) const
    {
        return !(*this == Other);
    }

};


This is How I Fill Tree




FGenChamberInfo AChamberGenerator::GenResult(int32 Index, FGenChamberInfo* LastChamber, EDoorType InDoorType, FGenChamberInfo& Result)
{
     Result = RandRoom(Index, LastChamber, InDoorType);

     UE_LOG(LogTemp, Warning, TEXT(" Index:%d    RoomName:  %s"),Index,*Result.StreamLevelName.ToString());
    if (LastChamber)
    {
        LastChamber->NextRooms.Add(InDoorType, &Result);
        Result.PreRoom = LastChamber;
        UE_LOG(LogTemp, Warning, TEXT(" AddNext::  %s "),  *LastChamber->StreamLevelName.ToString());
    }
    if (Result.CurrentRoomInfo.OutDoorTags.Num() > 0)
    {
        Index++;
        for (EDoorType DoorType : Result.CurrentRoomInfo.OutDoorTags)
        {
            if (Index <= MaxRoomSize)
            {
                FGenChamberInfo TempResult = FGenChamberInfo();
                GenResult(Index, &Result, DoorType, TempResult);
            }
        }
    }
    return Result;
}


The result first node is ok,But second node’s NextRooms is Empty, The log says had fill value to NextRooms

If you need something where you can store data statically I suggest you to define a class and derive it from UDataAsset, instead of using a struct that derives from FTableRowBase.
I would do this because you cannot mark pointers that are not UObjects as UPROPERTY and you don’t gain any advangtages from reflections and GC.

Also, but I’m not sure, I think that TMap does not work properly with non-UObject pointers as well.

The problem is Point not able when out work range, The memory is recycled when the function finish