Tomasz Klin - Blueprint Instanced Struct

Use one Blueprint variable that can hold any struct selected at runtime.

An Instanced Struct is ideal when different entries need different payloads: an event queue that carries a different struct per event, an inventory whose weapons and potions have different data, or a save record that stores values from several systems. Unreal Engine provides the container and basic Make, Get and Set operations, but Blueprint has limited ways to inspect, query or organize those values.

Blueprint Instanced Struct adds the missing workflow around the engine's own FInstancedStruct. It introduces no replacement container and requires no data migration.

Pick the struct type directly on the node

Get Struct Value and Set Struct Value include a struct type picker. Choose the type before making a connection and the wildcard pin is typed immediately, ready to split or connect. A connected pin can still determine the type automatically.

Inspect and convert values

  • Ask whether a value is valid and which struct type it holds.

  • Test a value against a struct type, including compatible C++ base types.

  • Make a default value from a struct type known only at runtime.

  • Compare, reset and print values.

  • Export the type and contents to text, then parse the text back into a value.

Work with arrays by type

Find the first entry of a type, filter every matching entry, check whether an array contains a type, count matches or remove all matches. These nodes operate directly on arrays of the engine's Instanced Struct values.

The plugin works with native structs and Blueprint-authored Structure assets. It has no runtime state or project settings: enable it and use the nodes under Instanced Struct. Full C++ source is included.

Documentation: Blueprint Instanced Struct documentation