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UBlueprintSetLibrary::Set_IsNotEmpty

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

Description

Returns true if the set has at least one element — the logical inverse of Set_IsEmpty.

Caveats & Gotchas

  • Exists purely to avoid a NOT node after Set_IsEmpty in the Blueprint graph; in C++ just negate IsEmpty() or check Num() > 0.
  • Functionally redundant with Set_IsEmpty — pick whichever reads more naturally at the branch you're writing rather than mixing both in the same graph.

Signature

static bool Set_IsNotEmpty(const TSet<int32>& TargetSet);

Parameters

Name Type Description Default
TargetSet const TSet<int32>& Wildcard placeholder for the set to check.

Return Type

bool

Example

Proceed only if elements exist C++
TSet<FName> UnlockedLevels;
UnlockedLevels.Add(TEXT("Level01"));
if (!UnlockedLevels.IsEmpty()) // native equivalent of the Set_IsNotEmpty node
{
    // safe to iterate
}

Version History

Introduced in: unknown

Version Status Notes
5.6 stable

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