UBlueprintSetLibrary::Set_IsNotEmpty
#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
} See Also
Tags
Version History
Introduced in: unknown
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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