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UBlueprintSetLibrary::Set_Add

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

Description

Adds an item to a set. If an equal item is already present the set is left unchanged, since sets only ever store one copy of each unique value.

Caveats & Gotchas

  • Silently does nothing if NewItem already compares equal to an existing element — there's no output pin telling you whether an insertion actually happened.
  • In C++, call TSet::Add() directly instead of routing through this wildcard CustomThunk wrapper.

Signature

static void Set_Add(const TSet<int32>& TargetSet, const int32& NewItem);

Parameters

Name Type Description Default
TargetSet const TSet<int32>& Wildcard placeholder for the set to add to. Mutated in place.
NewItem const int32& Wildcard item to insert.

Return Type

void

Example

Add a unique item C++
TSet<FName> UnlockedLevels;
UnlockedLevels.Add(TEXT("Level01")); // native TSet::Add — the direct equivalent of the Set_Add node

Version History

Introduced in: unknown

Version Status Notes
5.6 stable

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