# \#tmap

**URL:** https://forums.unrealengine.com/tag/tmap/3625.md

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## [TMap not working on client in online/replication](https://forums.unrealengine.com/t/tmap-not-working-on-client-in-online-replication/2361157)

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**Author:** [@Chevidal451](https://forums.unrealengine.com/u/Chevidal451)\
**Replies:** 9\
**Last updated:** [October 21, 2026, 11:50am UTC](https://forums.unrealengine.com/t/tmap-not-working-on-client-in-online-replication/2361157 "2026-10-21T11:50:47Z")

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Recently I saw that TMap was not replicated for Unreal, but if I dont want to replicate it, I just want to make calculations with the TMap structure and then if I want to replicate I will move the data to a particular st…

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## [How to make a getter for a C++ TMap return a reference so that the TMap can be modified in BP?](https://forums.unrealengine.com/t/how-to-make-a-getter-for-a-c-tmap-return-a-reference-so-that-the-tmap-can-be-modified-in-bp/2707278)

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**Author:** [@pagi111](https://forums.unrealengine.com/u/pagi111)\
**Replies:** 9\
**Last updated:** [April 2, 2026, 5:36pm UTC](https://forums.unrealengine.com/t/how-to-make-a-getter-for-a-c-tmap-return-a-reference-so-that-the-tmap-can-be-modified-in-bp/2707278 "2026-04-02T17:36:50Z")

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Hi, I have the following member variable: UPROPERTY(Config, EditAnywhere, BlueprintReadWrite) TMap\<FString, float\> VolumeMap; If I make it public and then in BP I simply use GetVolumeMap node, then call e.g. Add or Cl…

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## [TMap with USTRUCT(FName wrapper) as key displays unusable UI in Details panel](https://forums.unrealengine.com/t/tmap-with-ustruct-fname-wrapper-as-key-displays-unusable-ui-in-details-panel/2700316)

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**Author:** [@koromire1](https://forums.unrealengine.com/u/koromire1)\
**Replies:** 2\
**Last updated:** [February 27, 2026, 5:50pm UTC](https://forums.unrealengine.com/t/tmap-with-ustruct-fname-wrapper-as-key-displays-unusable-ui-in-details-panel/2700316 "2026-02-27T17:50:30Z")

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Hello, I am trying to keep strong typing in C++ while still having a usable DataAsset workflow in the editor. I have a simple goal: I want a TMap that uses a strongly typed FName to behave exactly like a normal TMap\<F…

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## [Map variable errors](https://forums.unrealengine.com/t/map-variable-errors/2485668)

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**Author:** [@Bial](https://forums.unrealengine.com/u/Bial)\
**Replies:** 1\
**Last updated:** [May 1, 2025, 6:59pm UTC](https://forums.unrealengine.com/t/map-variable-errors/2485668 "2025-05-01T18:59:00Z")

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Hi, I created map variable in blueprints. Strings are the keys and structes are the values. For some reason after I change Keys and Values, they are not update fully after looping throuth them…

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## [Problem translating Blueprint to C++ TMap](https://forums.unrealengine.com/t/problem-translating-blueprint-to-c-tmap/2373135)

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**Author:** [@Chevidal451](https://forums.unrealengine.com/u/Chevidal451)\
**Replies:** 0\
**Last updated:** [March 3, 2025, 10:21pm UTC](https://forums.unrealengine.com/t/problem-translating-blueprint-to-c-tmap/2373135 "2025-03-03T22:21:36Z")

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Im trying to translate this blueprint function to code but its not working at all void ULyraInventoryManagerComponent::DoesShapeFit(TArray\<FVector2D\> Shape, bool& bSuccess, FVector2D& ResultVec) { FVector2D EmptyS…

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## [TMap problem with Blueprint and C++](https://forums.unrealengine.com/t/tmap-problem-with-blueprint-and-c/2373123)

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**Author:** [@Chevidal451](https://forums.unrealengine.com/u/Chevidal451)\
**Replies:** 0\
**Last updated:** [March 3, 2025, 10:15pm UTC](https://forums.unrealengine.com/t/tmap-problem-with-blueprint-and-c/2373123 "2025-03-03T22:15:48Z")

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Hi all, it’s been a long time since I’ve dealt with replication and I think I’m a bit lost, I’m doing an inventory with a grid and I’m using a TMap of FVector and bool to check if a cell of the grid is occupied or not. I…

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## [TMap in replication, need to understand it](https://forums.unrealengine.com/t/tmap-in-replication-need-to-understand-it/2363965)

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**Author:** [@Chevidal451](https://forums.unrealengine.com/u/Chevidal451)\
**Replies:** 5\
**Last updated:** [February 28, 2025, 9:46am UTC](https://forums.unrealengine.com/t/tmap-in-replication-need-to-understand-it/2363965 "2025-02-28T09:46:02Z")

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I have a TMap of FVector2D and bool for a grid and check if the position is occupied or not, I don’t have much experience with replication and I know that TMaps can’t be replicated as Unreal doesn’t allow it. The thing i…

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## [Replicating TMaps, what are my options?](https://forums.unrealengine.com/t/replicating-tmaps-what-are-my-options/2319736)

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**Author:** [@Kotaru\_1](https://forums.unrealengine.com/u/Kotaru_1)\
**Replies:** 21\
**Last updated:** [February 11, 2025, 8:47am UTC](https://forums.unrealengine.com/t/replicating-tmaps-what-are-my-options/2319736 "2025-02-11T08:47:05Z")

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I was working on a stat management system to easily allow my gameplay designer an easier method for assigning stats to various classes. The idea was to have an enum for each datatype which contains the various stats tha…

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## [Change value of Dictionary Key-Value Pair in Blueprint](https://forums.unrealengine.com/t/change-value-of-dictionary-key-value-pair-in-blueprint/418292)

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**Author:** [@quenquensnake](https://forums.unrealengine.com/u/quenquensnake)\
**Replies:** 2\
**Last updated:** [October 23, 2024, 12:20am UTC](https://forums.unrealengine.com/t/change-value-of-dictionary-key-value-pair-in-blueprint/418292 "2024-10-23T00:20:10Z")

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I have an ui for an inventory system, i have a container widget for each slot of my inventory, at begin play i fill a dictionnary with the slots as keys and nothing into the value. And as for now I have this function t…

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## [Getting ALL StringTables, their Keys and values?](https://forums.unrealengine.com/t/getting-all-stringtables-their-keys-and-values/2023587)

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**Author:** [@BDC\_Patrick](https://forums.unrealengine.com/u/BDC_Patrick)\
**Replies:** 1\
**Last updated:** [September 16, 2024, 11:11pm UTC](https://forums.unrealengine.com/t/getting-all-stringtables-their-keys-and-values/2023587 "2024-09-16T23:11:52Z")

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Hi there… For an Editor Utility, I try to populate Variables with Stuff from StringTables (TMap Keys made by Words of StringTable values as Example…). To achieve this, i need to 1st: get ALL String Tables of the pro…

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## [Is TMap in TMap safe at Blueprint?](https://forums.unrealengine.com/t/is-tmap-in-tmap-safe-at-blueprint/1890521)

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**Author:** [@turbotanaka](https://forums.unrealengine.com/u/turbotanaka)\
**Replies:** 3\
**Last updated:** [June 5, 2024, 2:14pm UTC](https://forums.unrealengine.com/t/is-tmap-in-tmap-safe-at-blueprint/1890521 "2024-06-05T14:14:17Z")

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For some reason I want to create a Custom Structure that uses a TMap and use it as the value of the TMap. But I am concerned because having a structure within a structure has caused problems in the past and ruined the e…

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## [How to remove nullptr as a key from TMap](https://forums.unrealengine.com/t/how-to-remove-nullptr-as-a-key-from-tmap/418824)

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**Author:** [@ShankIsUsed](https://forums.unrealengine.com/u/ShankIsUsed)\
**Replies:** 4\
**Last updated:** [May 13, 2024, 7:20am UTC](https://forums.unrealengine.com/t/how-to-remove-nullptr-as-a-key-from-tmap/418824 "2024-05-13T07:20:54Z")

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Hello guys: I am writing a Threat Map for target selection for battle that has a large number of AI. Sometimes, here is my Tmap declaration: TMap ThreatMap; Like so, I am using the Character ref to find the threat va…

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## [PostEditChangeChainProperty is called after struct is modified](https://forums.unrealengine.com/t/posteditchangechainproperty-is-called-after-struct-is-modified/489087)

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**Author:** [@Thumper](https://forums.unrealengine.com/u/Thumper)\
**Replies:** 1\
**Last updated:** [May 11, 2024, 12:23am UTC](https://forums.unrealengine.com/t/posteditchangechainproperty-is-called-after-struct-is-modified/489087 "2024-05-11T00:23:04Z")

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I have TMap \<FString, CustomActorPtr\*\> . When using PostEditChangeChainProperty to catch struct modifications (TMaps are structs) like “Add, Remove, Clear” these modifications occur first then PostEditChangeChainProper…

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## [How to use TMap with pointer](https://forums.unrealengine.com/t/how-to-use-tmap-with-pointer/1849663)

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**Author:** [@Season02](https://forums.unrealengine.com/u/Season02)\
**Replies:** 0\
**Last updated:** [May 10, 2024, 1:36pm UTC](https://forums.unrealengine.com/t/how-to-use-tmap-with-pointer/1849663 "2024-05-10T13:36:55Z")

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I want to save UQuartzClockHandle to a Tmap:

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## [TMap Problem with default Values](https://forums.unrealengine.com/t/tmap-problem-with-default-values/378916)

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**Author:** [@Nachtmahr](https://forums.unrealengine.com/u/Nachtmahr)\
**Replies:** 5\
**Last updated:** [April 27, 2023, 2:48am UTC](https://forums.unrealengine.com/t/tmap-problem-with-default-values/378916 "2023-04-27T02:48:19Z")

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The Problem: I exposed a TMap to be used in Blueprints. I assigned a couple default Values and Place the Actor into the Scene and everything appears as it should. There are 3 Problems that occour when you start to mess …

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## [Delegate with TMap working when it shouldn't](https://forums.unrealengine.com/t/delegate-with-tmap-working-when-it-shouldnt/393615)

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**Author:** [@mjk0104](https://forums.unrealengine.com/u/mjk0104)\
**Replies:** 4\
**Last updated:** [August 30, 2022, 9:13am UTC](https://forums.unrealengine.com/t/delegate-with-tmap-working-when-it-shouldnt/393615 "2022-08-30T09:13:19Z")

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I was having problems with declaring a delegate with a TMap as a parameter, kept getting that I had too many parameters in this declaration: DECLARE\_DELEGATE\_FiveParams(FOnAlarmJsonParsed, TArray\<FIvivaAlarm\>, TMap\<UObj…

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## [How to declare DYNAMIC MULTICAST delegate with TMap?](https://forums.unrealengine.com/t/how-to-declare-dynamic-multicast-delegate-with-tmap/411542)

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**Author:** [@broly](https://forums.unrealengine.com/u/broly)\
**Replies:** 5\
**Last updated:** [November 2, 2021, 8:05am UTC](https://forums.unrealengine.com/t/how-to-declare-dynamic-multicast-delegate-with-tmap/411542 "2021-11-02T08:05:07Z")

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While this code works well DECLARE\_DYNAMIC\_MULTICAST\_DELEGATE\_OneParam(FTestDelegate, TArray\<int32\>, ParamName); I can’t do that with TMap DECLARE\_DYNAMIC\_MULTICAST\_DELEGATE\_OneParam(FTestDelegate, TMap\<int32, int32\>,…

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## [Custom NetSerialize for TMaps Not Compiling Anymore 4.27](https://forums.unrealengine.com/t/custom-netserialize-for-tmaps-not-compiling-anymore-4-27/490339)

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**Author:** [@BBlaster](https://forums.unrealengine.com/u/BBlaster)\
**Replies:** 0\
**Last updated:** [October 28, 2021, 9:41am UTC](https://forums.unrealengine.com/t/custom-netserialize-for-tmaps-not-compiling-anymore-4-27/490339 "2021-10-28T09:41:28Z")

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In 4.26 I had followed this tutorial for serializing a TMap uproperty in a struct for RPCs calls via custom NetSerialize. However, in 4.27 the compiler seems to ignore this and throws an error, telling me that maps are n…

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## [TMap::Find(const TCHAR\*) problem](https://forums.unrealengine.com/t/tmap-find-const-tchar-problem/486148)

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**Author:** [@SungJin97](https://forums.unrealengine.com/u/SungJin97)\
**Replies:** 3\
**Last updated:** [September 30, 2021, 12:10pm UTC](https://forums.unrealengine.com/t/tmap-find-const-tchar-problem/486148 "2021-09-30T12:10:18Z")

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When pass const TCHAR\* to TMap::Find, implicitly FString temporary object is created. Then literal string is copied to FString temporary object. this is slow. I don’t want this. because it’s needless. I think Hash val…

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## [TMap replication still not supported?](https://forums.unrealengine.com/t/tmap-replication-still-not-supported/348884)

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**Author:** [@Mercus](https://forums.unrealengine.com/u/Mercus)\
**Replies:** 11\
**Last updated:** [September 17, 2021, 5:00pm UTC](https://forums.unrealengine.com/t/tmap-replication-still-not-supported/348884 "2021-09-17T17:00:59Z")

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TMap replication still seems unsupported, or am I doing something wrong? A mention of this is here already: TMap\<\> Replication - exposing to Unreal reflection. - Feedback for Unreal Engine team - Unreal Engine Forums T…

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## [TMap is empty after add](https://forums.unrealengine.com/t/tmap-is-empty-after-add/486568)

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**Author:** [@VesperDuck](https://forums.unrealengine.com/u/VesperDuck)\
**Replies:** 2\
**Last updated:** [August 5, 2021, 1:10pm UTC](https://forums.unrealengine.com/t/tmap-is-empty-after-add/486568 "2021-08-05T13:10:41Z")

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Hey all, I’m having an issue with a TMap, I have it declared as a public variable of type TMap, where FIOStruct is a custom struct, then in a class method on the UActorComponent this variable is declared on, I call the …

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## [When Tmap's find function called, access violation error occur](https://forums.unrealengine.com/t/when-tmaps-find-function-called-access-violation-error-occur/444784)

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**Author:** [@TigerFish89](https://forums.unrealengine.com/u/TigerFish89)\
**Replies:** 1\
**Last updated:** [July 19, 2021, 8:39pm UTC](https://forums.unrealengine.com/t/when-tmaps-find-function-called-access-violation-error-occur/444784 "2021-07-19T20:39:57Z")

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Hi. When I open my character blueprint, my game have been shutdown with below error message sometime. I just try find value in TMap. And I declare UPROPERTY on the TMap value for Garbage Collector. But It is now work wel…

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## [SpawnParams.Template-\>GetOwner() keeps returning null](https://forums.unrealengine.com/t/spawnparams-template-getowner-keeps-returning-null/486402)

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**Author:** [@Walid\_Chekkouri](https://forums.unrealengine.com/u/Walid_Chekkouri)\
**Replies:** 0\
**Last updated:** [July 19, 2021, 6:29pm UTC](https://forums.unrealengine.com/t/spawnparams-template-getowner-keeps-returning-null/486402 "2021-07-19T18:29:26Z")

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I’m trying to store the Actor FActorSpawnParameters inside of a TMap, this will help me later in the widget to get which element of the inventory is my actor, however when storing the inside the TMap and trying to acces…

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## [Why does FString Append in loop use numbers from previous loop?](https://forums.unrealengine.com/t/why-does-fstring-append-in-loop-use-numbers-from-previous-loop/486390)

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**Author:** [@TheThreeEyedLion](https://forums.unrealengine.com/u/TheThreeEyedLion)\
**Replies:** 2\
**Last updated:** [July 19, 2021, 1:51pm UTC](https://forums.unrealengine.com/t/why-does-fstring-append-in-loop-use-numbers-from-previous-loop/486390 "2021-07-19T13:51:09Z")

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Hi, I think the problem lies with the Append function, but I can’t figure out why it does that? there is no problem, it is just how Append it works. FString MyString = "ABC"; MyString.Append("D"); MyString is now…

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## [Error when adding item to a TMap: "User-defined literal operator not found"](https://forums.unrealengine.com/t/error-when-adding-item-to-a-tmap-user-defined-literal-operator-not-found/484927)

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**Author:** [@Signified.Mark](https://forums.unrealengine.com/u/Signified.Mark)\
**Replies:** 2\
**Last updated:** [June 16, 2021, 12:25pm UTC](https://forums.unrealengine.com/t/error-when-adding-item-to-a-tmap-user-defined-literal-operator-not-found/484927 "2021-06-16T12:25:54Z")

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Hi, new to programming with C++ and struggling to create a TMap with Fstring as Key and AnimMontage as value. I’m trying to add the AnimMontage 104\_montage and the error “User-defined literal operator not found” appear…

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## [New Enum Impenemtation with TMap](https://forums.unrealengine.com/t/new-enum-impenemtation-with-tmap/334517)

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**Author:** [@Dtaggart](https://forums.unrealengine.com/u/Dtaggart)\
**Replies:** 18\
**Last updated:** [May 25, 2021, 2:45am UTC](https://forums.unrealengine.com/t/new-enum-impenemtation-with-tmap/334517 "2021-05-25T02:45:45Z")

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Hey guys so I am having a compilation issue with UE involving an ENUM as a TMap keyvalue. Here is my Enum UENUM(BlueprintType) enum class EStat : uint8 { ATTACK UMETA(DisplayName = "Attack"), DEFENSE UMETA(DisplayN…

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## [TMap access elements by index](https://forums.unrealengine.com/t/tmap-access-elements-by-index/329947)

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**Author:** [@Constan7ine](https://forums.unrealengine.com/u/Constan7ine)\
**Replies:** 2\
**Last updated:** [May 13, 2021, 3:35pm UTC](https://forums.unrealengine.com/t/tmap-access-elements-by-index/329947 "2021-05-13T15:35:16Z")

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I’m using a map to count votes for a voting system, so the vote string is the key, and the vote count is the value. I sort the map to get the top vote, but now how do I access the top vote? A hack way of doing it I came…

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## [アイテム名と個数を同時に管理したい](https://forums.unrealengine.com/t/topic/479384)

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**Author:** [@turbotanaka](https://forums.unrealengine.com/u/turbotanaka)\
**Replies:** 1\
**Last updated:** [February 27, 2021, 9:52am UTC](https://forums.unrealengine.com/t/topic/479384 "2021-02-27T09:52:54Z")

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インベントリシステムを作っているのですが、どのアイテムをどれだけ所持しているかを管理するにはどの方法が良いでしょうか？TMapが便利そうなのですが、中の要素を編集する機能が見当たらないので動的な個数の管理ができません。現在は配列を複数用意してインデックスで所得する方法を試していますが、ソートなどを使おうとすると順番がバラバラになって整合性の確実さに疑問があるので悩んでいます。アイテム名と個数を同時に管理できる良い方法は無いでしょうか？

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## [Struct with member tarray of itself](https://forums.unrealengine.com/t/struct-with-member-tarray-of-itself/478742)

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**Author:** [@PrettyTrue](https://forums.unrealengine.com/u/PrettyTrue)\
**Replies:** 1\
**Last updated:** [February 13, 2021, 10:08pm UTC](https://forums.unrealengine.com/t/struct-with-member-tarray-of-itself/478742 "2021-02-13T22:08:29Z")

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In standard C++, we can use vectors and maps as a means of a tree structure struct Foo { Foo(); std::vector\<Foo\> subfoos; }; But TArray/TMap cannot do this (by design). Is there a standard approach for handling…

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## [TMap Throwing exception for Find Operation](https://forums.unrealengine.com/t/tmap-throwing-exception-for-find-operation/477828)

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**Author:** [@GME\_ding](https://forums.unrealengine.com/u/GME_ding)\
**Replies:** 0\
**Last updated:** [January 26, 2021, 10:11pm UTC](https://forums.unrealengine.com/t/tmap-throwing-exception-for-find-operation/477828 "2021-01-26T22:11:30Z")

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Hi following code is throwing an exception. Normally Find will return the nullptr if you are searching for a key that is not in the Map… But it is throwing an exception. Could anyone help me with this. USTRUCT(Blueprint…

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