Unreal engine tarray size. (No item was added or removed just changed values.
Unreal engine tarray size What I am doing wrong in my code? void AMyGameMode::RandomRow(ST_MyStruct& Item) { TArray<ST_MyStruct> Arr[100]; TArray<ST_MyStruct> &GetB And because it’s a fixed size TMap with all possible keys already there, you can’t change any of them, as Unreal will complain that you can’t have duplicate keys. I used to have an exposed c-array of USTRUCTs (FTileEdge), like so : UPROPERTY(EditAnywhere, BlueprintReadWrite) FTileEdge m_edges[4]; working well. TArray<char> MyArray(DataToRead, DataSize); TMap<> is a hashed key/value pair. So i can just call blocks[x][y][z] and get the block at the give coordinate. Programming & Scripting. 18. However, the number of items you can queue up is limited to the Size you create it with. Daekesh (Daekesh) January 24, 2016, 4:01pm 6. I looked at Demystifying Soft Object The “Length” I was referring to was the number of array elements inside the array of arrays. Say your position is X3 and Y1, the theoretical grid size is 4 (0-3) on X and 4 (0-3) on Y. Size of TArray variables of any struct type gets reset to zero, when you duplicate an actor. (Blueprint: change the size of the array struture → in each element of the array structure resize integer array → integer array to fill with zeros) In function to create an I’m trying to get the array size of a texture 2d array object in blueprint. question, unreal-engine. If you want to size an array in blueprints during initialisation you could use the Default Values section I need to replicate a large array (well over 1000 elements) but Unreal doesn't seem to like that. std::array is fixed-size while TArray is dynamic, am i wrong? Of course performance is not a great concern I have a bunch of Sound Waves (mono, 16 bit, 16k sample rate), and I need to access the PCM data of these Sound Waves in C++. It is how I did in Inventory. 6 → 4. Is there is 5 objects, the size of the array is 5 but all pointers are null (when i load the interface). I’m trying to get the array size Hello Devs! I’m trying to work with an array of FVectors across multiple threads. Create a template project and add an Actor with a TArray of a custom struct. Is there a way to create a set of sets in Unreal Engine 5 blueprints? 0. The quick version of what I am about to say is you guys need to increase the size limit of arrays from 1,024. 7 and ran into a problem. Top work. When you create an array of structs, the values of the struct are copied and stored in the array’s allocated memory, directly. Regarding the overall size, it's not so much about the size of your data as how it is organized. Only limitation is the size of array, it can’t take more then 4 milllion elements as that limitation of 32-bit array. e. OK, but if they are different maps, and different sizes, but you routinely need items of the same size then you can declare those fixed. The primary use of TArray is to provide an easy way to iterate over its elements using both In Unreal Engine, TArray is a dynamically sized array of typed elements. Sep 6, 2020 · unreal-engine. 1. Using inheritance will not work for arrays, because “struct subA” can be bigger, in bytes, than “struct base” and won’t fit in the array. However, the Array elements are structs and I realized that the syntax must be quite different than if it held an AActor for example. I’ve recently encountered an issue I’ve never seen before, and there is no mention of it online. The replication system in Unreal Engine was built and optimized for relatively small amounts of real-time data required to maintain the simulation state of an action game. I just want to know if there is a limit to how many elements you can fit into a single array and if the type of variable used in the array matters or not. 8MB. This seems fine but the Unreal Header Tool will complain about this stating that a tarray of tarrays is not allowed. I want to store my block actor data in a 3D array. Where is all this data coming from? Is this due to the reflection code generated by Unreal? Is there any way to store a big array without this increase in map size? Note: If instead I fill the array with FVector, the size scales as expected. Then I want to edit these instance in editor, so I did some google and found this: This is “kinda” working, because I want to set these instances’ position, but the I just want to know if there is a limit to how many elements you can fit into a single array and if the type of variable used in the array matters or not. Init(FColor(0, 0, 0, 255), fixedSize); I would like to be able to reuse memory such that Init and FMemory::Free actually just flag in_use for a pre-allocated Hello! I want log the struct array size. In this tutorial, we will I have a Smart Object that is completely working in a class I can drop the actor in the scene and it works fine. \source\runtime\engine\private\replayout. objects_update is called second time with Apr 1, 2018 · Hello, I think, i have found a bug in 4. Alexa. Platform & Builds. Now I’ve finished a viable version of I have MyComponent, which is publicly inherits from UActorComponent. [] is a fixed-size array, it’s size cannot change at runtime and its memory is owned by whatever class/struct etc, it belongs to. TCircularQueue<> is currently not used in the Engine, but should work. I’ve just looked at the wrong place for editing its attributes in Unreal Editor. Any way to do this in BP’s? Just fyi, in the BP right click menu, type in the name of your array you will see a Get number of entries of <your enum name>. Is there a static array similar to std::array or boost::array? @rcl said there might be way of using TArray with a static allocator!? Steve_Robb (Steve_Robb Can we initialize the fixed size TArray? I’m using a static class as per Rama’s tutorial and I find it Jun 10, 2018 · No, TArray code is one reponcible for allocating memory for it’s contance and it’s just single sequence of bytes made of native array, it not really big memory management challenge as it is core of TArray function and requires only single pointer which is pernametly enclosed in TArray and it does never lose it i mean without that pointer TArray can not function. cpp. Try splitting up the mesh and importing in 2 parts. If the number of items is large and your key hashes well, then a TMap will be faster than a linear search through a TArray. So now I opted to use Hello, I’ve been scratching my head over a problem for several days now. Since you play with raw memory unreal-engine. I have a 3rd party library I want to use for some very complicated math. Daerk) February 21, 2023, 9:49pm 1. The TArray itself is marked as replicated and replication seems to work pretty well if not all actors try to replicate at once. TArray>> https://dev. However, the following day, I realized that I couldn’t access my main map. Let’s start with two concepts - size and capacity. Repin_Design (Repin Design) December 11, 2017, 11:54pm 1. I did some looking around, but couldn’t really find any way to do this, or even any recent discussion on this (see references below). To verify 2147562356. 4. Streaming large amounts of data is something we’re definitely wanting to add and get better at, but just haven’t had time to fully address. Could be that the TArray for meshes is using int as it’s index which max value is 2147483647. Development. Hello! I want log the struct array size. TArrays are the default array the editor uses within blueprints. ki) August 6, 2022, 10:10pm 1. In this tutorial, we will May 23, 2024 · Multi dimensional TArray. Confirmed it works in 4. objects_update is called with some pointers valid and others still null. I have a TArray<FColor> of fixed size : TArray<FColor> pixels; pixels. The USoundWave. So basically, every time I add a new element, the array remains the same size and everything gets shifted up one until it get’s deleted Sep 3, 2018 · When I initialize the TArray, I can use it just fine, but when trying to access it again through the map (for example, using Num() to check the size of it) UE crashes. Shift all the other elements up and remove the last index. The only “issue” i found is that in order to have it replicate a array with structs. So I have the problem, that I have a big amount of data, potentially a few hundred MBs (Mesh Data), that are loaded/generated at runtime and need to be replicated to every Player. fast way to copy data from one FColor array to another (thay should have same size) can be done like that. Use TStaticArray. UE4-20, UE4, question, unreal-engine, CPP. 10. Dear experts, I am trying to create a function I can use in Blueprint. Sivasubramanian5 (Sivasubramanian5) April 7, 2023, 11:35pm 1. . In normal C++ I’d do something like vector<vector<myClass>> myVect; and that Umm, its not that you cant nest arrays in unreal, you can do whatever you want through structs, its that they dont allow to nest their Templated arrays, like TArray and TMap and other Unreal templated arrays. Num(); i++) { AArmorMod *current = Cast<AArmorMod>(modSlot[i]); //do something with current } modSlot will be set with some BP classes which extend AArmorMod how can I do that ? In the Unreal Engine 4, TArray class is available, which represents a dynamically sized array of typed elements. I’m just wondering Jan 27, 2015 · unreal-engine. So TArray<UApples*> will still require a predicate using UApples&" Algosyntax Store – 23 Jun 22 UE5 Creating Predicates for TArray, TMap And TSets – Unreal C++ API. I could make a new Tarray, unreal-engine. Ki (Alendromeda. Inside the blueprint, create an array variable (boolean-array used in example). Num() inside of for statement. 3 engine versions. In Unreal Engine, TArray is a dynamically sized array of typed elements. For example, to create a 2D array of 64 * 64 and fill it with zeros. I'll use a snippet from this post on the forums (back from 2014) as an example: . TArray<FMyStruct> Arr{}; GEngine->AddOnScreenDebugMessage(-1, 5. typedef TArray<uint8, TFixedAllocator<4016016>> HeightArray; typedef TArray<uint8, TFixedAllocator<138457>> SomeOtherKindOfArray; Hi, reading here : Optimizing TArray Usage for Performance - Unreal Engine I learned about the ability to use a custom allocator for a TArray. So now, is it possible to create an array of FVectors with specified size, so later I can set it’s elements on many threads (of course indexes will be different for each thread)? In pure At first, when I used TMap<FString, std::function <void(void)>>, I found that when inserting the fifth value (TMap is based on TArray, and the default initialization is 4), the previously inserted value will not valid. anonymous_user _374ab2f41 (anonymous Sep 6, 2022 · TArray is a dynamic array, meaning it’s size can change at runtime. Still, there are three problems: It is bad idea to use Array. Ive tried the following with them all failing in a engine crash: TArray<ABuildingModTile*> Column; FActorSpawnParameters SpawnInfo; ABuildingModTile* TL;DR: How do you return a TArray of FVector2Ds created in a C++ function to Blueprint? I’ve been trying to return a TArray of FVector2D, but whenever I call the function in Blueprint and/or want to use the result, all it does is crash. TArray<> is a contiguous block of memory holding T items and accessed by Index. TArrays are very convenient to the programmer, and they are used *a lot* in our codebase. When i load my ship interface (umg) i bind “objects_update” to an event called when objects array change. keep getting Hi. How come I cannot dynamically size an array on output so that my function may export a user-defined amount of locations ? UE4-20, Array, UE4, question, unreal-engine, CPP. It is fast, memory efficient, and safe. It is possible for clients to join Hey there. I’m not sure how this is possible, but I must be doing something wrong. rackley (rackley) October 22, 2021, 7:48pm 1. I can’t use collision to Like an expensive sports car, fine-tuned and well-built, Portia was sleek, shapely, and gorgeous, her red jumpsuit moulding her body, which was as warm unreal-engine. But i’m not aware of any way to fill an array of size X with N as default value in the header This can happen a short time after you created them. f, FColor Well, it is not for-each, it is for. UATHelper: Packaging (Android (ETC2 > Required array size too large UATHelper: Packaging (Android (ASTC)): Deprecated Gradle features were used in Heres code: TArray<FString> APlayerController:: Array index out of bounds: 0 from an array of size 0. somawheels (somawheels) February 10, 2021, 10:47pm 1. f, FColor::Orange, FString::Printf(TEXT("Struct Size: %s Jan 23, 2024 · Hello, yesterday I edited the main map of my game, and everything seemed normal; I didn’t encounter any errors. This is so close, but the response is not dynamic and I haven’t really found anything else that gets at this specific problem. How I came to this; I was working on making a rain and weather system for my game. Once the object is freed, the memory associated with it becomes invalid and may be reused by other objects. Templated dynamic array I want to create a fixed size TArray<UInventorySlot*> when game starts. Initially, I released a “test” version of my game, which worked fine on Android but had very little content. If its in the . I’m trying to get a pretty simple dynamically sized 2D array of custom types. I had 64gb of free disk space, and was even considering getting a larger hard drive to download it, because it was telling me I needed 123gb of free space. Aug 7, 2022 · Hello! I want log the struct array size. SaxonRah (SaxonRah) December 25, 2014, I discovered that dynamic arrays have a defined limit for max array size of 2048 and max memory size of 1024 * 64. Just start typing “Get number of entries” and pick your enum from I was on the right track using an UStruct() as wrapper. As descibed on this question : TArray initialization - Programming & Scripting - Unreal Engine Forums. You can TArray fixed size this way TArray<Type, TFixedAllocator<Size>> Note makes no much difference, TArray only creates illusion of Hi, just a quick question. I just wanted to create a two dimensional array to store an id and strings, like this: TMap<FName,TArray<FString>> Test; Is there a way to expose an array of undetermined size to the blueprint editor so that the level/game designer can adjust the size of the array? Multiply each value of an Array by a single value in Unreal Engine blueprint. ) But now i unreal-engine. If N is small, then a linear search can be faster depending on the size of T and the size of a cache line Replication, tarray, question, unreal-engine, CPP. TQueue has no such limitation. Hello friends, I have run as you must manually add pins to create new items to store in my output array. I have a class member TArray<USceneComponent*> ActorsOnEachNote; I created some USceneComponent instances and added to this array. Feb 12, 2017 · I was on the right track using an UStruct() as wrapper. polymatheddy (polymatheddy) August 20, 2014, 6:21am 1. But your approach might not be that far off. Exactly what I needed. anonymous_user_8df75c1d (anonymous_user_8df75c1d) May 5, 2017, 9:11am 1. I Have a block of bytes There’s a TArray constructor that takes in the data + size and copies it in during creation. RawPCMDataSize are exactly what I need, Then I used return type as TArray and now it’s working fine with macros. When I attempt to open the map by Jan 29, 2018 · Hey guys, say I have a TArray<int> that has 12 elements. This is why your TArray ends up having ‘random’ data in it, and why you’re seeing an odd array size of -572662307. (No item was added or removed just changed values. DE4Dkiller616_MC (DE4Dkiller616_MC) September 6, 2020, 1:51pm 1. We have lots of actors that need to be replicated with each containing a TArray of about 100-70. cpp file: void AInventory::PostInitProperties() { Super::PostInitProperties(); question, unreal-engine. TArray is the most common container class within Unreal Engine. According to my understanding of how arrays work, it should be doable as long as I don’t change it’s size. If it's const array ref of non-const pointers such as `const TArray<ACharacter*>&`, then you can modify the values themselves, just can't add or remove elements. Atleast this worked in java but not in c++. For some reason the engine started crashing each time i tell it to make a bp out of selected assets in the 虚幻引擎4(UE4)中最简单的容器类是 TArray。TArray 负责同类型其他对象(称为"元素")序列的所有权和组织。由于 TArray 是一个序列,其元素的排序定义明确,其函数用于确定性地操纵此类对象及其顺序。 TArray TArray 是UE4中最常用的容器类。 Sep 14, 2014 · If you really want to cast the array, you could probably abuse the fact that all pointers are the same size, and reinterpret_cast it (although I don’t really recommend this):. To make my life easier, I’ve done the following in the Header file: /* Meshes that make up the visual component of Earth */ UPROPERTY(VisibleDefaultsOnly, Article written by Alex K. Yes it’s compiling if i removed macro. 2, the Unreal engine issue report says they will not fix it. arbopa (arbopa) September 13, 2015, 4:41am 1. I remember that this was a way to make the editor display enum field names instead of indices, but whenever I try it now (or any C-like array exposed to BPs) UHT fails with Static array cannot be exposed to blueprint. its that they dont allow to nest their Templated arrays, like TArray and TMap and other Unreal templated arrays. abergmeier_1 (AndreasBergmeier) January 27, 2015, 8:32pm 1. It seems like c-arrays are no longer allowed so i have been trying to switch this to a TArray of some sort. Is there an easy way to just convert the data in TArray t Jul 8, 2016 · Hello! The issue can be reproduced as follows: Create an empty blueprint. h file suddenly it works. TArray<FTileEdge, In Unreal Engine, TArray is a dynamically sized array of typed elements. My unreal code is using TArray to store the relevant data. Had the same issue with 4. In BP I have to “split” the array element to get access to the nested array. RawPCMData and USoundWave. Chat about Oct 22, 2021 · I have a 3rd party library I want to use for some very complicated math. Dec 10, 2014 · Hi , I am using Editanywhere within UPROPERTY to make my vector array editable , as shown below : UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Road Placeholders", Meta = (MakeEditWidget = true)) TArray<FVector> RCTBranchesTop; Now user can definitely modify each vector of the array, but there will be two elements in the array , and Jan 13, 2017 · This is why your TArray ends up having ‘random’ data in it, and why you’re seeing an odd array size of -572662307. In the past, I was using RPCs to split the Data into Chunks and send them one by one, but this solution was very hacky and I was dissatisfied with it. I just wanted to create a two dimensional array to store Hi everyone, in a C++ class I have something like that : TArray<TSubclassOf<class AArmorMod> > modSlot; and I would like to do something like : for (int32 i = 0; i < modSlot. Most Unreal Engine tutorials Hey I want to start off by saying since swapping to UE4 from another engine I am loving it. Slots. I kind of add little fix by converting TArray64 in to TArray by adding each element to TArray. C++. void FRepLayout:: UE4, question, unreal-engine, CPP. mhmtckr27 • Additional comment actions My unreal code is using TArray to store the relevant data. When a TArray shrinks its size by either removing items or calling shrink(), is there a chance the array can reallocate causing all existing elements to be copied somewhere else and as a result existing references are invalidated ? unreal-engine. Searched on google and there seems to be no docs on this. Obviously that’s preferable to first creating the object and the vector, then in the constructor giving it a size. Lets say I now want to add a new int to position zero. After debugging, I was found that TArray did not call the Copy Constructor or Assignment Operator when ResizeAllocation (expanding memory). Like so. While trying to sort a TArray in unreal engine you may come across a requirement to define a PREDICATE_CLASS& Predicate. 8MB (first person template), to 128. ki) August 7, 2022, 2:44pm 1. GetData No, TArray code is one reponcible for allocating memory for it’s contance and it’s just single sequence of bytes made of native array, it not really big memory management challenge as it is core of TArray function and requires only single pointer which is pernametly enclosed in TArray and it does never lose it i mean without that pointer TArray can not function. Auticus. Maybe I’m just completely missing the point here and there’s a better way to do this. TArrays are very convenient to the programmer, and they are used *a lot* in our codebase. Luckly, we can ‘trick’ the header tool by defining another USTRUCT which will look like this: Here you go Unreal Engine: Multidimensional Array [FREE PLUGIN (Y length). I have tested this with TArray <FTransform>, TArray<FVector>, TArray<FRotator> and my own custom struct. a regular C++ class), then you cannot use the UPROPERTY() markup. ChaoSXDemon (ChaoSXDemon The above array of TArrays is not valid, but in general, static fixed size arrays are supported just fine as UPROPERTYs. The size of You can use a TArray. Only limitation is the size of array, it can’t take . Keeping things sequential on the stack (with TArray is a dynamically sized array, similar to std::vector in the standard library. Is there a way to store my 3D block data in a 3D Array where i can set the size of it in a method ? TCircularQueue<> queue has better memory allocation behavior, because it uses a pre-allocated TArray for item storage. unreal-engine. UPROPERTY(BlueprintReadWrite, EditAnywhere) TArray<USoundBase*> MuzzleSound; Using a dynamically sized TArray is a bit wasteful. Taking a look at how arrays work, Unreal's TArray, and multidimensional arrays (specifically 2D ones) for game development with the Unreal Engine. ; You don’t usually need int as it is too huge for not-BigData (and can differ in size from one C++ standard to another). And you change a variable in that struct it will not neceserely replicate so workaround was a interger that always gets changed if some member is changed. Bonus knowledge: If you need to hold on to a UObject within a non-UObject class (i. Add a TArray May 5, 2017 · However, saving the map the size increases from 8. The engine source has this line in FFastArraySeralizer: UE_LOG(LogNetFastTArray, Warning, TEXT("OldMap size (%d) does not match item count (%d) for struct (%s), missing a MarkArrayDirty on element add Hi. The library uses std::vector. 26. I wanted to use unreal engine 5 but more as a fun sand box than anything else. KaidoomDev (KaidoomDev) September 18, 2021, 11:30pm I’d like to use a TArray of a UStruct as an editable UProperty in Blueprint. TArray<ABatteryPickup*>& CastedArray = reinterpret_cast<TArray<ABatteryPickup*>&>(CollectedActors); May 21, 2020 · So TArray<UApples*> will still require a predicate using UApples&" Algosyntax Store – 23 Jun 22 UE5 Creating Predicates for TArray, TMap And TSets – Unreal C++ API. For different maps i need different sizes. (Unreal Engine Issues and Bug Tracker (UE-33889))I dont fully understand the implications of the null pointer terminator described in their comment: You could use a struct as the data type of an array instead of seperate arrays of each type. I’m just wondering unreal-engine. Not sure how to do it. Therefore, all items must have the same “type” (aka: the same size). Inside the blueprint, create at least one integer variable. Trying to send all the data for a procedurally generated world would take a lot longer. Daerk (Auticus. xopac (xopac) July 23, 2020, 7:25pm it it’s just typed def of TArray with template 3rd argument), so it should keep compatibility. MyComponent has property: UPROPERTY(BlueprintReadOnly, ReplicatedUsing = OnRep_Slots, Category = Stuff) TArray<FSlotStruct> Slots; I clears Slots: Slots. I want to create a bunch of StaticMeshComponents - and don’t want to have to declare a specific variable for each one. What I want to happen is: When I modify the Dec 13, 2017 · Hello, I have a TArray that i replicate in my Aship. I cant seem to find any way to get the number of elements that exist in a TArray, is there a built in function that i’m missing or something? In order to answer this, we need to understand how TArray (as with many C++ containers) manages its memory. Why write int a; a = 5; When you could just use int a = 5; Same deal here - we should be able to do something with most In the editor I have this message, “LogNetFastTArray: Warning: OldMap size (1) does not match item count (2)”. tarray, question, unreal-engine. cpp file, I don’t see why it can’t find the array size but if I put the include in the . Hello, I need some help to identify why my for so I should have an array of size 99 automatically logically but I don’t know where I miss something and the array is not populating by itself to the correct size. If you like to learn more about it, please go here: _user_71c55af3 (anonymous_user_71c55af3) May 28, 2015, 11:34am 3. Instead of selecting UArrayMemberComponentName (Inherited) in the details panel, I have to expand the TArray of the AActor(Instance) to be able to edit the attributes of UArrayMember. You just have to break the struct to access it's the individual type values. It owns it’s own memory and can allocate it on demand, and also provides runtime bounds-checking etc. I want to make an array of struct like in this working blueprint script. com/community/learning/tutorials/Dd88/unreal-engine-tutorial-2d-tarray-multi-dimensional-tarray-c Yes possibly, depends on the contents of the array. DE4Dkiller616_MC (DE4Dkiller616_MC) September 6, Hi guys, I just upgraded my source 4. Reserve(SlotsCount); Then I adds elements to Slots in loop by Hey i have replicated dynamic arrays in the past with no problem. 000Bytes in size. 19 and 4. ; There is no sense in using i++ instead of ++i. 15-30 seconds is nothing compared to trying to send the size of data it sounds like you're trying to send over the network. Blueprint, unreal-engine. Not as beautiful and simple as just having a fixed-size array and using the enum as index, but GCC and UHT don’t like beautiful and simple. TArray types are defined by two properties: Element type, and an optional allocator. However there can be some subtle performance issues that can arise, and for optimal performance, you need to make sure you understand what goes on behind the scenes. Code: TMap<EPlayerControllerId, TArray That doesn’t make much sense to me though. FMemory::Memcpy(ArrayA. epicgames. How do I properly return a TArray of FVector2D? This is my current header and implementation: /** Generates sample points in 2D Hello, I need some help to identify why my for loop is infinite in this function? void AMyGameMode::RandomItemID(EItemType ItemType, FST_ItemTypeAndID& Item) { TStructArray<FST_ItemTypeAndID> StructArr; //this struct contains two variables (FName ID) and (EItemType Type) FST_ItemTypeAndID TempItemTypeAndID_var; TStructArray<FName> And if you were to close the engine (not just the game, but the whole engine), and restart it, the count would be back at 0, 1, 2, etc. USTRUCT() struct FSomeStruct() { float thingToEdit; } UCLASS() class ASomeClass() { UPROPERTY(Editanywhereetc) TArray<SomeStruct> Structs; } The current issue I’m having is that when create a Blueprint from SomeClass and go to add a struct to the array in the Unfortunately, i can’t use fixed size. All of this variables were UPROPRTY(). For some reason all of a sudden when trying to compile, it will successfully compile everything but then started to “patch remaining relocations” which would then crash after about 15 seconds, giving this report: Fatal error: Trying to create a 2D array with the structures, I know how to do it with one array, but I want to understand how to do it with the structure. Now I have a secondary class that needs to make a array of these objects in the scene. But I have noticed some things that need fixing. UENUM() enum RCTBranchTypes { RCTBRANCH_Left, RCTBRANCH_Right, I was having the exact same issue as you. ; In terms of performance, it is better to write in other way, so that your code won’t run Hi, we need to send lots of data over the network and right now only testing locally (single machine/LAN). Unfortunately, this Firstly, this is not a duplicated question. This idea works well with std::vector, allowing the initialization of vectors as member variables within the class’ initializer list. Now, as we want a 2-dimensional array we might be tempted to write something like this: TArray<TArray<FCubeStruct>> StaticCubesMatrix. But if it's array of values such as FVector and not pointers, then you're right. There must be Yes it’s compiling if i removed macro. SetNum(0); Then I call MyComponentInstance. Inside the blueprint’s construction script, take the bool array and use the resize node, with the integer as input. xopac (xopac) July 23, 2020, 7:25pm 1. Steps to reproduce the issue: Create a C++ actor. TArray<int32> table = {4, 8, 15, 16, 23, 42}; internaly is us std::initializer_list for this behaviour. Any tips? Epic Developer Community Forums TArray Num() crashes editor. Basically I want to loop through an Array and output the index and the item (name) I am pointing at (for the beginning at least). Is there any way to store a big array without this increase in map size? Note: If instead I fill the array with FVector, the size scales as expected. The memory of the TArray is basically all garbage. MetaCraft (MetaCraft) July 22, 2023, 12:20pm 1. iuc eth uyud tmddy bvqsnup gnmryt giy baot qbzstk gwhgf