UBlueprintMapLibrary::Map_IsNotEmpty
#include "Kismet/BlueprintMapLibrary.h"
Access: public
Specifiers: staticBlueprintPureCustomThunk
Description
Returns true if the map has at least one entry — the logical inverse of Map_IsEmpty.
Caveats & Gotchas
- • Exists purely to avoid a NOT node after Map_IsEmpty in the Blueprint graph; in C++ just negate IsEmpty() or check Num() > 0.
- • Functionally redundant with Map_IsEmpty — pick whichever reads more naturally at the branch you're writing rather than mixing both in the same graph.
Signature
static bool Map_IsNotEmpty(const TMap<int32, int32>& TargetMap); Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| TargetMap | const TMap<int32, int32>& | Wildcard placeholder for the map to check. | — |
Return Type
bool Example
Proceed only if entries exist C++
TMap<FName, int32> Scores;
Scores.Add(TEXT("Player1"), 100);
if (!Scores.IsEmpty()) // native equivalent of the Map_IsNotEmpty node
{
// safe to iterate
} See Also
Tags
Version History
Introduced in: unknown
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
Feedback
Was this helpful?