"0148f1904a9b0d16"{"id":"1001262","slug":"blueprint-array-helper","title":"[Blueprint] Array Helper","category":"Engine Tools","engine":"4.25 - 5.8","assetVersion":"Asset Version: 2.1 - 7.0","engineVersion":"Engine Version: 4.25 - 5.8","tag":"Engine Tools","accent":"blue","visual":"mech","summary":"Blueprint Array Helper delivers Blueprint functions for array handling, predicate sorting, RegEx matching, math operations, and spatial proximity queries.","platform":"Unreal Engine","indexPolicy":"index","publishedAt":"2026-09-30T05:34:08.385Z","updatedAt":"2026-09-30T05:34:08.385Z","sourceNotes":[],"fileContents":[],"compatibility":["Unreal Engine","Asset Version: 2.1 - 7.0","Engine Version: 4.25 - 5.8"],"featuredImage":{"alt":"[Blueprint] Array Helper","src":"/wp-content/uploads/published/2026/09/daddf320f3ff-792c793b-7370-4acc-8a76-0df91da7fbb8-0a679d7094.webp"},"hasDownloadLink":true,"downloads":0,"terms":[{"taxonomy":"category","slug":"engine-tools-tools-and-plugins","name":"Engine Tools"}],"galleryImages":[{"src":"/wp-content/uploads/published/2026/09/c6e6b8504824-5c390f24-aba7-4dc6-bf9d-ddb9cf510dee-393e382210.webp","alt":"[Blueprint] Array Helper"},{"src":"/wp-content/uploads/published/2026/09/bb74c1cec851-2fbd7008-4f2f-4312-b043-ebc5e3409672-444c27fdd2.webp","alt":"[Blueprint] Array Helper"},{"src":"/wp-content/uploads/published/2026/09/50bd7bdb0b26-6ae2f57d-f852-4c84-86d7-476b5c302431-c47feb1843.webp","alt":"[Blueprint] Array Helper"},{"src":"/wp-content/uploads/published/2026/09/cf1202930db0-a3707b41-9b0b-4693-889b-2e7978ca781d-bd25cdc73b.webp","alt":"[Blueprint] Array Helper"},{"src":"/wp-content/uploads/published/2026/09/aa207677c9f6-c6bf257f-2c09-4980-b0d2-d869d2a13314-7f759c9525.webp","alt":"[Blueprint] Array Helper"},{"src":"/wp-content/uploads/published/2026/09/dc21007b4978-0aff0e17-5c3a-4b8c-8f5f-939ac14b6761-4e15a2d75e.webp","alt":"[Blueprint] Array Helper"},{"src":"/wp-content/uploads/published/2026/09/244ef118535a-8b58049c-41b7-402a-ad58-d2a8a6821fc8-36c172900f.webp","alt":"[Blueprint] Array Helper"},{"src":"/wp-content/uploads/published/2026/09/28ab11229893-3250010e-629c-44de-8df5-d5096c49e390-213c0dae3c.webp","alt":"[Blueprint] Array Helper"},{"src":"/wp-content/uploads/published/2026/09/299fdb0d2b69-0558f97a-cad0-4869-b400-19b9d3ea91ba-0e79b3416c.webp","alt":"[Blueprint] Array Helper"},{"src":"/wp-content/uploads/published/2026/09/f5f378631ce9-0834f2f6-c62e-4f61-ae3e-c2a3acbb70f2-35ac4868e2.webp","alt":"[Blueprint] Array Helper"}],"accessPanel":{"kind":"resource","title":"Get this resource","eyebrow":"Free resource","message":"Download this resource in your browser.","fileName":"Array Helper Blueprint Library.7z","safetyNote":"Resources are manually reviewed before listing to improve quality and reduce obvious risks.","actionLabel":"Get this resource","resourceType":"Resource archive","versions":[]},"contentHtml":"\u003cp\u003e[Blueprint] Array Helper provides a library of Blueprint nodes designed to simplify how collections of data are processed throughout project graphs. By default, visual scripting graphs often require repetitive loop structures, custom macro setups, or iterative logic to handle everyday data reorganizations. This plugin centralizes these tasks into accessible Blueprint functions that can be invoked anywhere in the project, giving developers immediate control over both generic and typed arrays.\u003c/p\u003e \u003ch2\u003eGlobal Array Operations and Reference Handling in Blueprint\u003c/h2\u003e\n\u003cp\u003eData mutation in node graphs frequently forces a choice between preserving the original data structure or working on an isolated duplicate. The plugin provides explicit handling modes to address this balance, allowing functions to process arrays either by reference or by value. Operating by reference applies alterations directly to the existing source array, preventing the memory overhead of duplicate allocations when modifying long sequences. Operating by value creates a distinct copy before applying transformations, safeguarding incoming structures against unintended mutations when downstream systems require pristine source data.\u003c/p\u003e \u003cp\u003eType coverage extends across both generic arrays and specific primitive or engine types. Supported data types include standard numeric formats such as Byte, Integer, Float, and Double, alongside text and identifier formats including String and Name. For engine-level references and spatial calculations, the toolset natively accepts Vector, Vector2D, Object, and Actor collections. This breadth allows the same functional methodology to govern basic integer counters, string lookups, and transform-heavy actor groupings without requiring bespoke type-casting nodes before every operation.\u003c/p\u003e \u003ch2\u003ePredicate-Based Sorting, Filtering, and Subarray Extraction\u003c/h2\u003e\n\u003cp\u003eOrganizing sequential information in standard node graphs typically requires multi-node bubble sorts or temporary storage containers. [Blueprint] Array Helper simplifies this workflow by introducing direct sorting and filtering nodes driven by predicates. By attaching a custom evaluation function, the developer specifies the precise criteria governing how elements compare against one another. The underlying sorting node processes the target collection according to that rule, yielding ordered results directly within the graph.\u003c/p\u003e \u003cp\u003eFiltering functions use the same predicate pattern to evaluate elements conditionally. Instead of constructing manual loop bodies with conditional branches and temporary output arrays, a single filter node accepts the source collection alongside a custom condition. Items satisfying the predicate criteria pass through, while non-matching entries are omitted. When only a specific segment of a sequence is needed, subarray extraction nodes isolate and return that portion without destroying the remainder of the dataset. Complementing these extraction tools, copy-reverse functions duplicate and invert element ordering in a single step.\u003c/p\u003e \u003ch2\u003eMath Operations, Clamping, and Normalization for Numeric Arrays\u003c/h2\u003e\n\u003cp\u003eDatasets composed of Byte, Integer, Float, or Double values frequently require batch transformations before they can feed gameplay systems, user interfaces, or procedural calculations. The plugin includes nodes dedicated exclusively to math operations on numeric arrays. Rather than running an iterative loop across an entire container to modify every entry individually, developers can apply mathematical operations across the full collection at once.\u003c/p\u003e \u003cp\u003eData normalization and range enforcement are built directly into the numeric toolset. Normalizing a numeric array adjusts the internal spread of values against a standardized distribution, making raw metrics suitable for weighting systems or relative scaling algorithms. Clamping functions restrict numeric elements to predefined upper and lower boundaries, ensuring that runaway calculations or extreme outlying values do not compromise dependent systems. For testing routines, procedural variations, and statistical distributions, the toolset also generates random numeric arrays populated with randomized values on demand.\u003c/p\u003e \u003ch2\u003eProximity Queries Across Vector and Actor Collections\u003c/h2\u003e\n\u003cp\u003eSpatial calculations represent a substantial portion of gameplay programming, particularly when tracking transforms, waypoints, or world objects. The plugin includes specialized logic to resolve distance queries across Vector arrays and Actor arrays without requiring custom math sequences inside the graph.\u003c/p\u003e \u003cp\u003eDedicated nodes evaluate an entire collection of positions or actors to find either the closest or farthest item relative to a query point. When dealing with Vector arrays, the search functions calculate spatial separation between coordinate points to return the nearest or most distant vector. When working with Actor arrays, the function queries the target actors to locate which specific instance sits closest to or farthest from the reference location. Consolidating proximity loops into single functional nodes eliminates visual clutter and reduces graph complexity in tracking, targeting, and environmental query tasks.\u003c/p\u003e \u003ch2\u003eString Parsing, RegEx Evaluation, and Deduplication via Sets\u003c/h2\u003e\n\u003cp\u003eString processing often demands parsing delimited text feeds or validating data formats. The plugin supports string splitting by designated separators, immediately converting continuous string inputs into structured string arrays. For complex character evaluation, string arrays can be evaluated against Regular Expressions (RegEx). Matching nodes verify whether string elements adhere to regular expression patterns, enabling syntax checks, token identification, and pattern filtering directly within Blueprint logic.\u003c/p\u003e \u003cp\u003eData hygiene is further supported through array-to-set conversion nodes. Converting an array to a set automatically purges all duplicate entries, producing a clean collection containing only unique elements. This workflow pairs naturally with broader project utility structures, offering direct compatibility alongside tools like [Blueprint] File Helper when ingesting, cleaning, and routing external text files or persistent data streams.\u003c/p\u003e\n\n\u003ch2\u003eExplore Similar Assets\u003c/h2\u003e\n\u003cul\u003e\n\u003cli\u003e\u003ca href=\"https://3dcghub.com/udp-socket-server-and-client/\" rel=\"noopener noreferrer\"\u003eUDP Socket Server And Client\u003c/a\u003e\u003c/li\u003e\n\u003cli\u003e\u003ca href=\"https://3dcghub.com/http-and-json/\" rel=\"noopener noreferrer\"\u003eHTTP AND JSON\u003c/a\u003e\u003c/li\u003e\n\u003cli\u003e\u003ca href=\"https://3dcghub.com/blueprint-assist/\" rel=\"noopener noreferrer\"\u003eBlueprint Assist\u003c/a\u003e\u003c/li\u003e\n\u003cli\u003e\u003ca href=\"https://3dcghub.com/blueprint-web-communication-helper-http-websocket/\" rel=\"noopener noreferrer\"\u003e[Blueprint] Web Communication Helper (Http / Websocket)\u003c/a\u003e\u003c/li\u003e\n\u003cli\u003e\u003ca href=\"https://3dcghub.com/snapping-helper/\" rel=\"noopener noreferrer\"\u003eSnapping Helper\u003c/a\u003e\u003c/li\u003e\n\u003c/ul\u003e","contentTextLength":6321,"navigation":{"current":1413,"total":4543,"previous":{"id":"13682","slug":"ase-importer","title":"Ase Importer","category":"Engine Tools","platform":"Unreal Engine","updatedAt":"2026-09-30T05:37:33.311Z"},"next":{"id":"1001261","slug":"upfiledialog","title":"UPFileDialog","category":"Dialog Systems","platform":"Unreal Engine","updatedAt":"2026-09-30T05:30:56.686Z"}},"relatedResources":[{"id":"1002337","slug":"open-world-helper","title":"Open World Helper","category":"Automations","engine":"4.26+,5.0+","assetVersion":"","engineVersion":"Engine Version: 4.26+,5.0+","tag":"Automations","accent":"blue","visual":"mech","summary":"Open World Helper is a Blueprint spawn system for open-world NPCs, using one optimization level to support large NPC counts and SuS template compatibility.","platform":"Unreal Engine","indexPolicy":"index","publishedAt":"2026-11-06T06:42:47.191Z","updatedAt":"2026-11-06T06:42:47.191Z","sourceNotes":[],"fileContents":[],"compatibility":["Unreal Engine","Engine Version: 4.26+,5.0+"],"featuredImage":{"alt":"Open World Helper","src":"/wp-content/uploads/published/2026/11/b35d1f88243e-0926e10e-95dd-417e-97cf-b5402d98abe8-21743e4dcc.webp"},"hasDownloadLink":true,"downloads":0},{"id":"1001326","slug":"replicated-tickable-uobjects","title":"Replicated Tickable UObjects","category":"Engine Tools","engine":"5.2 - 5.8","assetVersion":"Asset Version: 1.0.0 - 1.0","engineVersion":"Engine Version: 5.2 - 5.8","tag":"Engine Tools","accent":"blue","visual":"mech","summary":"Implement ticking and networking on UObjects with USKGObject, USKGReplicatedObject, and registered subobject helpers for Blueprint and C++.","platform":"Unreal Engine","indexPolicy":"index","publishedAt":"2026-10-02T09:56:00.531Z","updatedAt":"2026-10-02T09:56:00.531Z","sourceNotes":[],"fileContents":[],"compatibility":["Unreal Engine","Asset Version: 1.0.0 - 1.0","Engine Version: 5.2 - 5.8"],"featuredImage":{"alt":"Replicated Tickable UObjects","src":"/wp-content/uploads/published/2026/10/ba76fc84ce02-30f8480a-bf11-417b-a91f-6751827f7ee4-450ae220f2.webp"},"hasDownloadLink":true,"downloads":0},{"id":"15174","slug":"blueprint-web-communication-helper-http-websocket","title":"[Blueprint] Web Communication Helper (Http / Websocket)","category":"Network \u0026 Multiplayer","engine":"4.26 - 4.27,5.0 - 5.4","assetVersion":"Engine version: 4.26 - 4.27,5.0 - 5.4","engineVersion":"Asset Version:2.0.4 - 2.1.4","tag":"Network","accent":"blue","visual":"animation","summary":"Enhance your project's networking capabilities with the [Blueprint] Web Communication Helper (Http / Websocket). This plugin offers easy-to-use functions for HTTP requests, secure websockets, and real-time data tracking.","platform":"Unreal Engine","indexPolicy":"noindex","publishedAt":"2026-03-12T08:10:27.000Z","updatedAt":"2026-04-19T15:44:53.000Z","sourceNotes":[],"fileContents":[],"compatibility":["Unreal Engine","Engine version: 4.26 - 4.27,5.0 - 5.4","Asset Version: 2.0.4 - 2.1.4"],"featuredImage":{"alt":"[Blueprint] Web Communication Helper (Http / Websocket)","src":"https://3dcghub.com/wp-content/uploads/2026/03/29dcf012-1c98-414b-8994-1d16b2f0978c.webp"},"hasDownloadLink":true,"downloads":0}]}
Engine Tools
[Blueprint] Array Helper
Blueprint Array Helper delivers Blueprint functions for array handling, predicate sorting, RegEx matching, math operations, and spatial proximity queries.
[Blueprint] Array Helper provides a library of Blueprint nodes designed to simplify how collections of data are processed throughout project graphs. By default, visual scripting graphs often require repetitive loop structures, custom macro setups, or iterative logic to handle everyday data reorganizations. This plugin centralizes these tasks into accessible Blueprint functions that can be invoked anywhere in the project, giving developers immediate control over both generic and typed arrays.
Global Array Operations and Reference Handling in Blueprint
Data mutation in node graphs frequently forces a choice between preserving the original data structure or working on an isolated duplicate. The plugin provides explicit handling modes to address this balance, allowing functions to process arrays either by reference or by value. Operating by reference applies alterations directly to the existing source array, preventing the memory overhead of duplicate allocations when modifying long sequences. Operating by value creates a distinct copy before applying transformations, safeguarding incoming structures against unintended mutations when downstream systems require pristine source data.
Type coverage extends across both generic arrays and specific primitive or engine types. Supported data types include standard numeric formats such as Byte, Integer, Float, and Double, alongside text and identifier formats including String and Name. For engine-level references and spatial calculations, the toolset natively accepts Vector, Vector2D, Object, and Actor collections. This breadth allows the same functional methodology to govern basic integer counters, string lookups, and transform-heavy actor groupings without requiring bespoke type-casting nodes before every operation.
Predicate-Based Sorting, Filtering, and Subarray Extraction
Organizing sequential information in standard node graphs typically requires multi-node bubble sorts or temporary storage containers. [Blueprint] Array Helper simplifies this workflow by introducing direct sorting and filtering nodes driven by predicates. By attaching a custom evaluation function, the developer specifies the precise criteria governing how elements compare against one another. The underlying sorting node processes the target collection according to that rule, yielding ordered results directly within the graph.
Filtering functions use the same predicate pattern to evaluate elements conditionally. Instead of constructing manual loop bodies with conditional branches and temporary output arrays, a single filter node accepts the source collection alongside a custom condition. Items satisfying the predicate criteria pass through, while non-matching entries are omitted. When only a specific segment of a sequence is needed, subarray extraction nodes isolate and return that portion without destroying the remainder of the dataset. Complementing these extraction tools, copy-reverse functions duplicate and invert element ordering in a single step.
Math Operations, Clamping, and Normalization for Numeric Arrays
Datasets composed of Byte, Integer, Float, or Double values frequently require batch transformations before they can feed gameplay systems, user interfaces, or procedural calculations. The plugin includes nodes dedicated exclusively to math operations on numeric arrays. Rather than running an iterative loop across an entire container to modify every entry individually, developers can apply mathematical operations across the full collection at once.
Data normalization and range enforcement are built directly into the numeric toolset. Normalizing a numeric array adjusts the internal spread of values against a standardized distribution, making raw metrics suitable for weighting systems or relative scaling algorithms. Clamping functions restrict numeric elements to predefined upper and lower boundaries, ensuring that runaway calculations or extreme outlying values do not compromise dependent systems. For testing routines, procedural variations, and statistical distributions, the toolset also generates random numeric arrays populated with randomized values on demand.
Proximity Queries Across Vector and Actor Collections
Spatial calculations represent a substantial portion of gameplay programming, particularly when tracking transforms, waypoints, or world objects. The plugin includes specialized logic to resolve distance queries across Vector arrays and Actor arrays without requiring custom math sequences inside the graph.
Dedicated nodes evaluate an entire collection of positions or actors to find either the closest or farthest item relative to a query point. When dealing with Vector arrays, the search functions calculate spatial separation between coordinate points to return the nearest or most distant vector. When working with Actor arrays, the function queries the target actors to locate which specific instance sits closest to or farthest from the reference location. Consolidating proximity loops into single functional nodes eliminates visual clutter and reduces graph complexity in tracking, targeting, and environmental query tasks.
String Parsing, RegEx Evaluation, and Deduplication via Sets
String processing often demands parsing delimited text feeds or validating data formats. The plugin supports string splitting by designated separators, immediately converting continuous string inputs into structured string arrays. For complex character evaluation, string arrays can be evaluated against Regular Expressions (RegEx). Matching nodes verify whether string elements adhere to regular expression patterns, enabling syntax checks, token identification, and pattern filtering directly within Blueprint logic.
Data hygiene is further supported through array-to-set conversion nodes. Converting an array to a set automatically purges all duplicate entries, producing a clean collection containing only unique elements. This workflow pairs naturally with broader project utility structures, offering direct compatibility alongside tools like [Blueprint] File Helper when ingesting, cleaning, and routing external text files or persistent data streams.