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UBlueprintMapLibrary::Map_IsNotEmpty

function Engine Blueprint Since unknown
#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
}

Version History

Introduced in: unknown

Version Status Notes
5.6 stable

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