UBlueprintMapLibrary::SetMapPropertyByName
#include "Kismet/BlueprintMapLibrary.h"
Access: public
Specifiers: staticBlueprintCallableCustomThunk
Description
Internal helper that assigns a wildcard map value to a named TMap UPROPERTY on an object, used to back the auto-generated Blueprint setter node for exposed map properties.
Caveats & Gotchas
- • Marked BlueprintInternalUseOnly in its UFUNCTION meta, so it never appears in the Blueprint node search — the editor wires it in automatically when you drag off a 'Set' pin for a map property.
- • Not intended to be called from C++; assign to the UObject's TMap property directly instead of going through this reflection-based helper.
Signature
static void SetMapPropertyByName(UObject* Object, FName PropertyName, const TMap<int32, int32>& Value); Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| Object | UObject* | The object whose property will be set. | — |
| PropertyName | FName | Name of the TMap UPROPERTY to assign on Object. | — |
| Value | const TMap<int32, int32>& | Wildcard placeholder for the map value to copy into the property. | — |
Return Type
void Example
Native equivalent C++
// Blueprint uses SetMapPropertyByName internally for the auto-generated setter node.
// In C++, assign the property directly instead:
MyObject->ScoresProperty = NewScores; See Also
Tags
Version History
Introduced in: unknown
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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