Wildcards Map

A TMap with a wildcard input and output can store every type of data to retrieve it trough gameplaytag

  • 지원 플랫폼
  • 지원 엔진 버전
    4.27, 5.0 - 5.1
  • 다운로드 유형
    엔진 플러그인
    이 제품은 코드 플러그인과 함께 미리 빌드한 바이너리와 언리얼 엔진에 통합되는 모든 소스 코드를 포함하고 있으며 원하시는 엔진 버전에 설치하여 프로젝트에 따라 활성화할 수 있습니다.

A TMap with a wildcard input and output can store every type of data to retrieve it trough gameplaytag 

기술적 세부사항

Features:

  •  it gives the possibility to have a generic TMap that accept every type of data in blueprint.

Code Modules: "WildcardMap", "Type": "Runtime"


Number of Blueprints: 0

Number of C++ Classes: 2

Network Replicated: (Yes/No) No

Supported Development Platforms: Win32, Win64, HoloLens, Mac, XboxOne, PS4, IOS, Android, HTML5, Linux, TVOS, Switch

Supported Target Build Platforms: 4.20+

Documentation: https://github.com/sergio2692/WildcardMap/blob/main/README.md

Important/Additional Notes:

The functionality is pretty the same as a standard TMap so it's pretty easy to understand how to use it, but please note that a Map of this type doesn't store the element and it contains void pointers not recognized from the garbage collector, so if the last reference of the uproperty is inside this map then will be garbage collected. Use it to get references through blueprint without casting and to make easy passing generic data through objects.