text: /*
  
  	By Rama
  
  */
  #pragma once
  
  #include "VictoryTMapComp.generated.h"
  
  DECLARE_LOG_CATEGORY_EXTERN(VictoryTMapLog, Log, All);
  
  UCLASS(ClassGroup=VictoryBPLibrary, meta=(BlueprintSpawnableComponent))
  class UVictoryTMapComp : public UActorComponent
  {
  	GENERATED_BODY()
  public:
  	UVictoryTMapComp(const FObjectInitializer& ObjectInitializer);
  	
  //Add
  public:
  	/** If a key already exists in the TMap, its current value is replaced with your new value! <3 Rama */
  	UFUNCTION(BlueprintCallable,Category="Victory BP Library|TMap Component|Add")
  	void String_Actor__AddPair(FString Key, AActor* Value);
  	
  	/** If a key already exists in the TMap, its current value is replaced with your new value! <3 Rama */
  	UFUNCTION(BlueprintCallable,Category="Victory BP Library|TMap Component|Add")
  	void String_String__AddPair(FString Key, FString Value);
  	
  	/** If a key already exists in the TMap, its current value is replaced with your new value! <3 Rama */
  	UFUNCTION(BlueprintCallable,Category="Victory BP Library|TMap Component|Add")
  	void String_Int__AddPair(FString Key, int32 Value);
  	
  	/** If a key already exists in the TMap, its current value is replaced with your new value! <3 Rama */
  	UFUNCTION(BlueprintCallable,Category="Victory BP Library|TMap Component|Add")
  	void String_Vector__AddPair(FString Key, FVector Value);
  	
  	/** If a key already exists in the TMap, its current value is replaced with your new value! <3 Rama */
  	UFUNCTION(BlueprintCallable,Category="Victory BP Library|TMap Component|Add")
  	void String_Rotator__AddPair(FString Key, FRotator Value);
  	
  	/** If a key already exists in the TMap, its current value is replaced with your new value! <3 Rama */
  	UFUNCTION(BlueprintCallable,Category="Victory BP Library|TMap Component|Add")
  	void Int_Vector__AddPair(int32 Key, FVector Value);
  	
  	/** If a key already exists in the TMap, its current value is replaced with your new value! <3 Rama */
  	UFUNCTION(BlueprintCallable,Category="Victory BP Library|TMap Component|Add")
  	void Int_Float__AddPair(int32 Key, float Value);
  	
  //Get
  public:
  	/** Get the value associated with they key at fastest possible speed! <3 Rama */
  	UFUNCTION(BlueprintPure,Category="Victory BP Library|TMap Component|Get")
  	AActor* String_Actor__Get(FString Key, bool& IsValid);
  	
  	/** Get the value associated with they key at fastest possible speed! <3 Rama */
  	UFUNCTION(BlueprintPure,Category="Victory BP Library|TMap Component|Get")
  	FString String_String__Get(FString Key, bool& IsValid);
  	
  	/** Get the value associated with they key at fastest possible speed! <3 Rama */
  	UFUNCTION(BlueprintPure,Category="Victory BP Library|TMap Component|Get")
  	int32 String_Int__Get(FString Key, bool& IsValid);
  	
  	/** Get the value associated with they key at fastest possible speed! <3 Rama */
  	UFUNCTION(BlueprintPure,Category="Victory BP Library|TMap Component|Get")
  	FVector String_Vector__Get(FString Key, bool& IsValid);
  	
  	/** Get the value associated with they key at fastest possible speed! <3 Rama */
  	UFUNCTION(BlueprintPure,Category="Victory BP Library|TMap Component|Get")
  	FRotator String_Rotator__Get(FString Key, bool& IsValid);
  	
  	/** Get the value associated with they key at fastest possible speed! <3 Rama */
  	UFUNCTION(BlueprintPure,Category="Victory BP Library|TMap Component|Get")
  	FVector Int_Vector__Get(int32 Key, bool& IsValid);
  	
  	/** Get the value associated with they key at fastest possible speed! <3 Rama */
  	UFUNCTION(BlueprintPure,Category="Victory BP Library|TMap Component|Get")
  	float Int_Float__Get(int32 Key, bool& IsValid);
  	
  //Remove
  public:
  	/** Removes the key and any associated value from the TMap! <3 Rama */
  	UFUNCTION(BlueprintCallable,Category="Victory BP Library|TMap Component|Remove")
  	void String_Actor__Remove(FString Key);
  	
  	/** Removes the key and any associated value from the TMap! <3 Rama */
  	UFUNCTION(BlueprintCallable,Category="Victory BP Library|TMap Component|Remove")
  	void String_String__Remove(FString Key);
  	
  	/** Removes the key and any associated value from the TMap! <3 Rama */
  	UFUNCTION(BlueprintCallable,Category="Victory BP Library|TMap Component|Remove")
  	void String_Int__Remove(FString Key);
  	
  	/** Removes the key and any associated value from the TMap! <3 Rama */
  	UFUNCTION(BlueprintCallable,Category="Victory BP Library|TMap Component|Remove")
  	void String_Vector__Remove(FString Key);
  	
  	/** Removes the key and any associated value from the TMap! <3 Rama */
  	UFUNCTION(BlueprintCallable,Category="Victory BP Library|TMap Component|Remove")
  	void String_Rotator__Remove(FString Key);
  	
  	/** Removes the key and any associated value from the TMap! <3 Rama */
  	UFUNCTION(BlueprintCallable,Category="Victory BP Library|TMap Component|Remove")
  	void Int_Vector__Remove(int32 Key);
  	
  	/** Removes the key and any associated value from the TMap! <3 Rama */
  	UFUNCTION(BlueprintCallable,Category="Victory BP Library|TMap Component|Remove")
  	void Int_Float__Remove(int32 Key, float Value);
  	
  //Clear
  public:
  	/** Removes every entry from the TMap! <3 Rama */
  	UFUNCTION(BlueprintCallable,Category="Victory BP Library|TMap Component|Clear", meta = (Keywords = "Clear Empty Reset"))
  	void String_Actor__Clear();
  	
  	/** Removes every entry from the TMap! <3 Rama */
  	UFUNCTION(BlueprintCallable,Category="Victory BP Library|TMap Component|Clear", meta = (Keywords = "Clear Empty Reset"))
  	void String_String__Clear();
  	
  	/** Removes every entry from the TMap! <3 Rama */
  	UFUNCTION(BlueprintCallable,Category="Victory BP Library|TMap Component|Clear", meta = (Keywords = "Clear Empty Reset"))
  	void String_Int__Clear();
  	
  	/** Removes every entry from the TMap! <3 Rama */
  	UFUNCTION(BlueprintCallable,Category="Victory BP Library|TMap Component|Clear", meta = (Keywords = "Clear Empty Reset"))
  	void String_Vector__Clear();
  	
  	/** Removes every entry from the TMap! <3 Rama */
  	UFUNCTION(BlueprintCallable,Category="Victory BP Library|TMap Component|Clear", meta = (Keywords = "Clear Empty Reset"))
  	void String_Rotator__Clear();
  	
  	/** Removes every entry from the TMap! <3 Rama */
  	UFUNCTION(BlueprintCallable,Category="Victory BP Library|TMap Component|Clear", meta = (Keywords = "Clear Empty Reset"))
  	void Int_Vector__Clear();
  	
  	/** Removes every entry from the TMap! <3 Rama */
  	UFUNCTION(BlueprintCallable,Category="Victory BP Library|TMap Component|Clear", meta = (Keywords = "Clear Empty Reset"))
  	void Int_Float__Clear();
  	
  public:
  	TMap<FString,AActor*> 	StringActor;
  	TMap<FString,FString> 		StringString;
  	TMap<FString,int32> 		StringInt;
  	TMap<FString,FVector> 	StringVector;
  	TMap<FString,FRotator> 	StringRotator;
  	TMap<int32,FVector> 		IntVector;
  	TMap<int32,float> 			IntFloat;
  	
  };