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UBlueprintMapLibrary::Map_Add

function Engine Blueprint Since unknown
#include "Kismet/BlueprintMapLibrary.h"
Access: public Specifiers: staticBlueprintCallableCustomThunk

Description

Adds a key/value pair to a map, overwriting any existing value already stored under that key.

Caveats & Gotchas

  • TargetMap, Key, and Value are declared with placeholder int32 types only because this is a CustomThunk wildcard node — GenericMap_Add resolves the real map/key/value types from the Blueprint VM stack at the call site, so this works for any Blueprint map type.
  • In C++, call TMap::Add() directly instead — this function exists to back the Blueprint 'Add' node, not for native map manipulation, and incurs reflection overhead that direct TMap access avoids.

Signature

static void Map_Add(const TMap<int32, int32>& TargetMap, const int32& Key, const int32& Value);

Parameters

Name Type Description Default
TargetMap const TMap<int32, int32>& The map to add the key and value to. Wildcard placeholder — CustomThunk resolves the real map type at the call site. Mutated in place.
Key const int32& Wildcard key to insert or overwrite.
Value const int32& Wildcard value to associate with Key.

Return Type

void

Example

Add or overwrite a map entry C++
TMap<FName, int32> Scores;
Scores.Add(TEXT("Player1"), 100); // native TMap::Add — the direct C++ equivalent of the Map_Add Blueprint node

Version History

Introduced in: unknown

Version Status Notes
5.6 stable

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