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container

Inspect, debug & data Core

Edit individual elements of array, map, and set properties.

What it’s for

Unreal objects hold a lot of their state in collection properties: an array of waypoints, a map of tags to values, a set of allowed classes. This area gives your assistant per-element edits on those TArray, TMap, and TSet properties of any object, grouped under container.array, container.map, and container.set.

Use it when you want to change one entry, not the whole collection: append a value, set the item at an index, put or remove a key in a map, add or drop a set member. It also covers the read and existence checks you need before editing, such as fetching a map's keys or asking whether a key or set element is already present.

Reach for it instead of property.set whenever re-sending the entire collection would be wasteful. property.set replaces a property wholesale with a full new value; the container.* operations are the incremental alternative, editing a single element in place while leaving the rest of the collection untouched.

Examples

Append an item to an array property

Add one entry to the end of an array without rewriting the whole list.

You: Add "/Game/Tracks/Canyon" to the AllowedTracks list on the game mode.

  call("container.array.append", {objectPath:"/Game/BP_RaceMode.Default__BP_RaceMode_C",
        propertyName:"AllowedTracks", value:"/Game/Tracks/Canyon"})
    → {ok:true}

Done. Appended one entry to AllowedTracks.

Set a value in a map property

Put a single key into a map, only touching that one entry.

You: On the config object, set the "maxPlayers" score limit to 8.

  call("container.map.has_key", {objectPath:"/Game/DA_MatchConfig",
        propertyName:"ScoreLimits", key:"maxPlayers"})
    → {contains:false}
  call("container.map.set", {objectPath:"/Game/DA_MatchConfig",
        propertyName:"ScoreLimits", key:"maxPlayers", value:8})
    → {ok:true}

Done. ScoreLimits["maxPlayers"] set to 8.

Add a member to a set property

Insert one element into a set; existing members stay as they are.

You: Add the "Fog" tag to the enabled weather effects set.

  call("container.set.add", {objectPath:"/Game/BP_Weather.Default__BP_Weather_C",
        propertyName:"EnabledEffects", value:"Fog"})
    → {ok:true}

Done. Added "Fog" to EnabledEffects.

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