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UBlueprintMapLibrary::Map_Contains

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

Description

Checks whether a key is present in a map without retrieving its value. Use Map_Find instead if you also need the value associated with the key.

Caveats & Gotchas

  • Pure node with no exec pins — calling it in a loop re-evaluates the lookup every time rather than caching the result.
  • Backs the Blueprint 'Contains' node; in C++ prefer TMap::Contains() or TMap::Find() directly rather than this wildcard CustomThunk wrapper.

Signature

static bool Map_Contains(const TMap<int32, int32>& TargetMap, const int32& Key);

Parameters

Name Type Description Default
TargetMap const TMap<int32, int32>& Wildcard placeholder for the map to search. CustomThunk resolves the real map type at the call site.
Key const int32& Wildcard key to look up.

Return Type

bool

Example

Check for a key before use C++
TMap<FName, int32> Scores;
Scores.Add(TEXT("Player1"), 100);
if (Scores.Contains(TEXT("Player1"))) // native TMap::Contains — the direct equivalent of the Map_Contains node
{
    // safe to look up
}

Version History

Introduced in: unknown

Version Status Notes
5.6 stable

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