精选特卖:从即日起至9月9日,精选蓝图五折特惠!

Wildcards Map

Sergio Lena - 代码插件 - 2021/12/23

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

  • 支持的平台
  • 支持的引擎版本
    4.27, 5.0 - 5.1
  • 下载类型
    引擎插件
    此产品包含一款代码插件,含有预编译的二进制文件以及与虚幻引擎集成的所有源代码,能够安装到您选择的引擎版本中,并根据每个项目的需求启动。

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

技术细节

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.