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Variables

StoryFlow variables are the backbone of dynamic storytelling. They store state that persists throughout your story - tracking player choices, inventory, stats, and any other data your narrative depends on. This guide covers how to interact with them from Unreal Engine.

Variable Types

Every variable in a StoryFlow project carries a set of core properties:

  • Id - A generated hash identifier (e.g., var_A3F8B21C). Used internally by the runtime.
  • Name - The human-readable display name. This is the string you pass to getter/setter functions from Blueprint and C++.
  • Type - One of the EStoryFlowVariableType enum values.
  • Value - The current value, stored as an FStoryFlowVariant.
  • bIsArray - Whether this variable holds a single value or an array of values.
  • EnumValues - For Enum-type variables, the list of valid option strings.

EStoryFlowVariableType Enum

The plugin defines the following variable types:

Type Category Description
Boolean Core True or false flags (quest completed, has item, etc.)
Integer Core Whole numbers (gold, health, counts)
Float Core Decimal numbers (percentages, multipliers)
String Core Text values (names, messages, locations)
Enum Core One value from a predefined set of named options
Image Asset reference Reference to an image asset (used internally by the runtime)
Audio Asset reference Reference to an audio asset (used internally by the runtime)
Character Asset reference Reference to a character definition (used internally by the runtime)
Map Container Ordered key-value entries with String, Integer or Enum keys (see Maps). Added in v1.2.0.

Core vs Asset Types

The five core types (Boolean, Integer, Float, String, Enum) are the ones you will interact with most often from Blueprints and C++. The asset reference types (Image, Audio, Character) are managed internally by the StoryFlow runtime to resolve media references during dialogue execution. You typically do not need to read or write asset-type variables directly. Alongside these scalar types, StoryFlow has two container shapes: any type can be an array (bIsArray) and the Map type holds ordered key-value entries (see Maps).

FStoryFlowVariant

FStoryFlowVariant is the type-safe value container used throughout the plugin. It holds one value at a time along with its type tag, so you always know what kind of data you are working with.

Getter methods return a default if the variant holds a different type:

Method Return Type Default
GetBool() bool false
GetInt() int32 0
GetFloat() float 0.0f
GetString() FString ""
GetArray() TArray<FStoryFlowVariant> Empty array
GetMap() TArray<FStoryFlowMapEntry> Empty entry array

GetMap() was added in v1.2.0 and returns the variant's ordered key-value entries (see Maps). Note that map-typed variants render as an empty string in ToString() and in dialogue text interpolation. Display formatting for maps is deliberately deferred, so read entries through GetMap() or GetMapVariable instead.

Factory methods create a variant from a typed value:

C++
// Create variants from typed values
FStoryFlowVariant BoolVal = FStoryFlowVariant::FromBool(true);
FStoryFlowVariant IntVal = FStoryFlowVariant::FromInt(42);
FStoryFlowVariant FloatVal = FStoryFlowVariant::FromFloat(3.14f);
FStoryFlowVariant StringVal = FStoryFlowVariant::FromString(TEXT("Hello"));

// Read values back
bool bValue = BoolVal.GetBool();     // true
int32 iValue = IntVal.GetInt();       // 42
float fValue = FloatVal.GetFloat();   // 3.14
FString sValue = StringVal.GetString(); // "Hello"

// ToString() for display / logging
FString Display = IntVal.ToString();  // "42"

// Array support
TArray<FStoryFlowVariant> Items;
Items.Add(FStoryFlowVariant::FromInt(1));
Items.Add(FStoryFlowVariant::FromInt(2));
FStoryFlowVariant ArrayVal;
ArrayVal.SetArray(Items);
TArray<FStoryFlowVariant> Retrieved = ArrayVal.GetArray();

Local vs Global Scope

StoryFlow variables exist in one of two scopes, and the scope determines their lifetime and visibility:

Property Local Variables Global Variables
Defined in Per-script (.sfe file) Project level (global-variables.json)
Lifetime Copied fresh when a script starts executing Shared across all components for the entire session
Visibility Only accessible within that script Accessible from any script, any component
Storage UStoryFlowComponent instance UStoryFlowSubsystem::GlobalVariables
Cross-component No - each component has its own copy Yes - changes in one component are visible to all others

Scope Determines Behavior

The bGlobal parameter on every Get/Set function determines which scope to use. Passing the wrong value means you will read from or write to the wrong variable store. Local variables are per-component and reset on each script load, while global variables persist and are shared across every UStoryFlowComponent in the world via the UStoryFlowSubsystem.

C++
// Reading a local variable (scoped to this component's current script)
bool bHasKey = StoryFlowComponent->GetBoolVariable("hasKey", false);

// Reading a global variable (shared across all components)
int32 PlayerGold = StoryFlowComponent->GetIntVariable("playerGold", true);

Reading Variables

The UStoryFlowComponent exposes typed getter functions for reading variable values. All functions are available in both Blueprint and C++ under the category StoryFlow|Variables.

Function Parameters Return Type
GetBoolVariable FString VariableName, bool bGlobal bool
GetIntVariable FString VariableName, bool bGlobal int32
GetFloatVariable FString VariableName, bool bGlobal float
GetStringVariable FString VariableName, bool bGlobal FString
GetEnumVariable FString VariableName, bool bGlobal FString

Each function looks up the variable by its display name in either the local (component) or global (subsystem) store, then returns the value cast to the appropriate type. If the variable is not found, the type's default value is returned.

C++
// C++ examples
UStoryFlowComponent* SF = GetOwner()->FindComponentByClass<UStoryFlowComponent>();

// Local variables
bool bQuestComplete = SF->GetBoolVariable("questComplete", false);
FString PlayerName = SF->GetStringVariable("playerName", false);

// Global variables
int32 Gold = SF->GetIntVariable("playerGold", true);
float Reputation = SF->GetFloatVariable("reputation", true);
FString Difficulty = SF->GetEnumVariable("difficulty", true);

Variable Names

Variable names are the human-readable display names you assign in the StoryFlow Editor (e.g., playerGold, questComplete). You pass these names directly to getter/setter functions - no need to look up internal IDs. The bGlobal parameter disambiguates local and global variables that share the same name.

String Table Resolution

GetStringVariable and GetEnumVariable route their return value through the project's string table using the component's LanguageCode. When the stored value is a string-table key, the caller receives the localized display text rather than the raw key. When the stored value is not a string-table key, it passes through unchanged.

This means that two variables, one assigned a key like "npc.elder.greeting" and another assigned a literal string like "Hello", are both safe to read from the same call site. Localized authoring in the StoryFlow Editor reaches your Unreal UI without an extra resolution step on your side. Setters do not perform any string-table lookup. Values are stored verbatim.

C++
// Stored value is a string-table key like "npc.elder.greeting"
// GetStringVariable returns the localized text such as "Welcome, traveler."
FString Greeting = SF->GetStringVariable("elderGreeting", true);

// Stored value is a literal string like "Bandit Hideout"
// GetStringVariable passes it through unchanged
FString Location = SF->GetStringVariable("currentLocation", true);

Setting Variables

The component also exposes typed setter functions. Like the getters, these are available under the StoryFlow|Variables category in Blueprints.

Function Parameters Returns
SetBoolVariable FString VariableName, bool Value, bool bGlobal void
SetIntVariable FString VariableName, int32 Value, bool bGlobal void
SetFloatVariable FString VariableName, float Value, bool bGlobal void
SetStringVariable FString VariableName, FString Value, bool bGlobal void
SetEnumVariable FString VariableName, FString Value, bool bGlobal void

Setting a variable updates the value in the appropriate scope and fires the OnVariableChanged delegate (see below). This means your game logic can react immediately to any change, whether triggered by a node in the StoryFlow graph or by your own Blueprint/C++ code.

C++
// C++ examples
UStoryFlowComponent* SF = GetOwner()->FindComponentByClass<UStoryFlowComponent>();

// Set a local boolean (e.g., after player picks up a key)
SF->SetBoolVariable("hasKey", true, false);

// Set a global integer (e.g., award gold for completing a quest)
SF->SetIntVariable("playerGold", 500, true);

// Set a global enum (e.g., change difficulty at runtime)
SF->SetEnumVariable("difficulty", TEXT("Hard"), true);

OnVariableChanged Delegate

Every time a variable changes - whether from node execution inside the StoryFlow graph or from a direct Blueprint/C++ call - the OnVariableChanged delegate fires.

Signature:

C++
DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(
    FOnVariableChanged,
    const FStoryFlowVariable&, Variable,
    bool, bIsGlobal
);

Parameters:

  • Variable - The full FStoryFlowVariable struct containing Id, Name, Type, Value, and other metadata. Break the struct pin in Blueprint to access individual fields.
  • bIsGlobal - Whether the change occurred in the global scope.

Binding in C++:

C++
// In your actor's BeginPlay
UStoryFlowComponent* SF = FindComponentByClass<UStoryFlowComponent>();
SF->OnVariableChanged.AddDynamic(this, &AMyActor::HandleVariableChanged);

// Handler
void AMyActor::HandleVariableChanged(const FStoryFlowVariable& Variable, bool bIsGlobal)
{
    if (Variable.Name == "playerGold")
    {
        int32 NewGold = Variable.Value.GetInt();
        UpdateGoldUI(NewGold);
    }

    // You can also check by type or internal Id:
    // Variable.Id    - internal hash identifier
    // Variable.Type  - EStoryFlowVariableType enum
}

Blueprint Binding

In Blueprints, select the StoryFlow Component, then in the Details panel find the OnVariableChanged event and click the + button to create a bound event node. The event node provides the Variable struct and bIsGlobal as output pins. Break the Variable pin to access Id, Name, Type, and Value directly.

For character variable mutations including Name, Image and any custom field, use OnCharacterVariableChanged. See Characters.

Variable Interpolation in Dialogue

Dialogue text in StoryFlow can reference variables using the {varname} syntax. When the runtime builds the dialogue state, it automatically replaces these tokens with the current variable values.

Code
// In the StoryFlow Editor dialogue node text:
"You have {playerGold} gold coins, {playerName}."

// At runtime, if playerGold = 500 and playerName = "Alice":
"You have 500 gold coins, Alice."

Interpolation is resolved automatically when the OnDialogueUpdated delegate fires. You do not need to perform any manual string replacement - the text in the dialogue state is already fully resolved.

Live Re-rendering on Variable Change

When a Set* node (setBool, setInt, setFloat, etc.) changes a variable and has no outgoing edge, the runtime returns to the current dialogue node and re-renders it with the updated variable values. This means the OnDialogueUpdated delegate fires again with the new interpolated text. Your UI simply needs to respond to OnDialogueUpdated as usual - the updated text arrives automatically.

Arrays

Variables can be arrays (bIsArray = true). An array variable holds an ordered list of FStoryFlowVariant values, all of the same type. Arrays are supported for Bool, Int, Float, String, Image, Character and Audio variables. The editor does not offer enum arrays.

Array Operations

The StoryFlow node graph provides a full set of array manipulation nodes. These operations execute as part of the story flow and update the variable automatically:

Operation Description
Get / Set Array Read or replace the entire array
Get / Set Element Read or write a single element by index
Add Append an element to the end of the array
Remove Remove an element by value or index
Clear Remove all elements from the array
Length Get the number of elements in the array
Contains Check if a value exists in the array (returns boolean)
FindIn Get the index of a value (-1 if not found)
GetRandom Retrieve a random element from the array

The forEach loop node iterates over all elements in an array, executing the connected subgraph once per element. This is useful for processing inventories, applying effects to party members, or evaluating a list of quest objectives.

Arrays in C++ / Blueprint

From Blueprint, read array variables with the typed Get Bool/Int/Float/String/Enum/Image/Audio Array Variable nodes (see Typed Array Getters) and write them with the typed Set Bool/Int/Float/String/Enum/Image/Audio/Character Array Variable nodes on the StoryFlow Component (available since v1.2.0) — each takes a plain array (TArray<bool>, TArray<int32>, TArray<float> or TArray<FString>) and replaces the variable's elements. From C++, the same component functions are available, or you can work with the variant directly: GetArray() returns a TArray<FStoryFlowVariant>, and SetArray() replaces it. All write paths fire OnVariableChanged just like scalar changes.

Reading Array Variables

The UStoryFlowComponent exposes GetArrayVariable(VariableName, bGlobal) as a one-call way to read any array variable as a TArray<FStoryFlowVariant>. The same string-table resolution rules from String Table Resolution apply per element: String and Enum elements are routed through the string table using the component's LanguageCode, while Image, Audio and Character elements pass through as raw keys.

When bGlobal is false the function searches local script variables first, then falls back to globals. When bGlobal is true the function searches globals only. The function returns an empty array if the variable is missing or is not an array.

C++
UStoryFlowComponent* SF = GetOwner()->FindComponentByClass<UStoryFlowComponent>();

// Read a local array of inventory item names (strings)
TArray<FStoryFlowVariant> Items = SF->GetArrayVariable(TEXT("inventory"));
for (const FStoryFlowVariant& Item : Items)
{
    UE_LOG(LogTemp, Log, TEXT("Inventory: %s"), *Item.GetString());
}

// Read a global array of quest stage numbers (ints)
TArray<FStoryFlowVariant> Stages = SF->GetArrayVariable(TEXT("completedStages"), true);
for (const FStoryFlowVariant& Stage : Stages)
{
    int32 StageNumber = Stage.GetInt();
    // ...
}

For a character-typed array variable, use GetCharacterArrayVariable(VariableName) on the component instead. It returns TArray<FString> character paths ready to pass into the character APIs. See Character Lists.

Typed Array Getters

GetArrayVariable hands back TArray<FStoryFlowVariant>, which means every element has to be unwrapped with a variant getter before you can use it. When you already know the element type, the component also exposes a typed getter per type that unpacks each element in C++ and returns a plain Blueprint array. From Blueprint this means you never have to touch FStoryFlowVariant at all.

Function Return Type Element Resolution
GetBoolArrayVariable TArray<bool> Unpacked directly
GetIntArrayVariable TArray<int32> Unpacked directly
GetFloatArrayVariable TArray<float> Unpacked directly
GetStringArrayVariable TArray<FString> Resolved through the string table
GetEnumArrayVariable TArray<FString> Enum option strings, resolved through the string table
GetImageArrayVariable TArray<FString> Raw asset keys (not resolved)
GetAudioArrayVariable TArray<FString> Raw asset keys (not resolved)

Every typed getter takes the same (FString VariableName, bool bGlobal = false) parameters and shares the scoping rules of GetArrayVariable: with bGlobal false it searches local script variables first and then falls back to globals, and with bGlobal true it searches globals only. Each getter requires the variable to be an array of its own element type. A missing, non-array or wrong-typed variable logs a warning and returns an empty array. These are the read counterparts to the typed Set*ArrayVariable setters.

C++
UStoryFlowComponent* SF = GetOwner()->FindComponentByClass<UStoryFlowComponent>();

// Read a local integer array as a native TArray<int32> - no variant unwrapping
TArray<int32> Stages = SF->GetIntArrayVariable(TEXT("completedStages"));
for (int32 Stage : Stages)
{
    // ...
}

// Read a global string array; elements come back localized via the string table
TArray<FString> Party = SF->GetStringArrayVariable(TEXT("partyNames"), true);

// Read an image array as raw asset keys
TArray<FString> Portraits = SF->GetImageArrayVariable(TEXT("unlockedPortraits"));

Blueprint: Skip the Variant

In Blueprint, the typed getters appear as Get Bool/Int/Float/String/Enum/Image/Audio Array Variable nodes on the StoryFlow Component. Each returns a ready-to-use array pin (Boolean, Integer, Float or String), so you can wire it straight into a ForEach loop without breaking a variant. Reach for the variant-based Get Array Variable only when the element type is not known ahead of time.

Maps

Added in v1.2.0. A map variable holds an ordered list of key-value entries. Keys can be String, Integer or Enum typed and values can be any scalar variable type. Entry order is preserved exactly as the StoryFlow Editor serializes it, so key listings, value listings and iteration order match the editor's HTML runtime.

Map Operations

The node graph provides ten map operation nodes. Like the array nodes, they execute as part of the story flow and update the variable automatically:

Operation Description
getMap / setMap Read the whole map or assign one map variable to another (see setMap Aliasing)
getMapValue / setMapValue Read or write the value stored under a key
hasMapKey Check if a key exists in the map (returns boolean)
mapSize Get the number of entries in the map
mapKeys / mapValues Get all keys or all values as an array, in entry order
removeMapKey Remove the entry stored under a key
clearMap Remove all entries from the map

The forEachMap loop node iterates over a map's entries, executing the connected subgraph once per entry. The entry list is snapshotted once when the loop starts, and each iteration exposes the current key and value as loop outputs for the body to read. Mutations inside the body land on the live map but do not skip, repeat or extend iteration.

setMap Aliasing

Assigning one map variable to another with setMap aliases the live storage instead of copying it. After the assignment, both variables observe the same entries: mutating or clearing the map through either variable is visible through the other. This matches the reference semantics of the editor's HTML runtime.

Aliases are detached at asset-to-runtime copy boundaries. When script locals, subsystem globals or runtime characters are copied out of an imported asset, every map variable receives fresh storage, so runtime mutations never write into the script asset and never leak between runs.

Reading Map Variables

The UStoryFlowComponent exposes GetMapVariable(VariableName, Keys, Values, bGlobal) to read a map variable from Blueprint or C++. It returns the entries as two parallel TArray<FStoryFlowVariant> output arrays where Keys[i] pairs with Values[i], in the map's entry order. String and Enum values are resolved through the string table using the component's LanguageCode so callers receive localized text, while keys stay raw identifiers and never resolve. Both arrays come back empty if the variable is missing or is not a map.

C++
UStoryFlowComponent* SF = GetOwner()->FindComponentByClass<UStoryFlowComponent>();

// Read a global map of quest names keyed by quest id
TArray<FStoryFlowVariant> Keys;
TArray<FStoryFlowVariant> Values;
SF->GetMapVariable(TEXT("questLog"), Keys, Values, true);

// Keys[i] pairs with Values[i], in the map's entry order
for (int32 i = 0; i < Keys.Num(); ++i)
{
    UE_LOG(LogTemp, Log, TEXT("Quest %s: %s"),
        *Keys[i].GetString(),    // raw key identifier
        *Values[i].GetString()); // localized display text
}

Typed Map Access

GetMapVariable returns parallel variant arrays, which means you index two arrays and unwrap each entry yourself. When you know the map's key and value types up front, the component also exposes typed getters that return a native TMap. Each one is named for its key-and-value pair, so the type is obvious at the call site and Blueprint receives a real map pin.

Function Return Type Key Type / Value Type
GetStringToBoolMap TMap<FString, bool> String or Enum key / Boolean value
GetStringToIntMap TMap<FString, int32> String or Enum key / Integer value
GetStringToFloatMap TMap<FString, float> String or Enum key / Float value
GetStringToStringMap TMap<FString, FString> String or Enum key / String-family value
GetIntToBoolMap TMap<int32, bool> Integer key / Boolean value
GetIntToIntMap TMap<int32, int32> Integer key / Integer value
GetIntToFloatMap TMap<int32, float> Integer key / Float value
GetIntToStringMap TMap<int32, FString> Integer key / String-family value

Every typed map getter takes the same (FString VariableName, bool bGlobal = false) parameters and applies the same scoping as the array readers: locals during dialogue, then globals. The variable must be a map whose key and value types match the requested pair, or the getter logs a warning and returns an empty map. A few details worth knowing:

  • The StringTo* getters accept both String and Enum keyed maps. An enum-keyed map comes back keyed by the enum option string.
  • The *ToStringMap getters accept any string-family value type: String, Enum, Image, Audio and Character. String and Enum values are resolved through the string table; Image, Audio and Character values come back as raw asset keys.
  • Boolean, Integer and Float value getters return their value type unchanged.

TMap Does Not Preserve Order

A native TMap is unordered, so the typed getters do not retain the map's entry order. When you need to walk the map in the exact order the StoryFlow Editor serialized it, read the ordered key list with GetMapKeysInOrder (below) and look up each value through the typed map.

C++
UStoryFlowComponent* SF = GetOwner()->FindComponentByClass<UStoryFlowComponent>();

// Read a global string-keyed, integer-valued map (e.g. reputation per faction)
TMap<FString, int32> Reputation = SF->GetStringToIntMap(TEXT("factionReputation"), true);
int32 GuildStanding = Reputation.FindRef(TEXT("guild"));

// Read an integer-keyed, string-valued map (e.g. quest titles by quest id)
TMap<int32, FString> QuestTitles = SF->GetIntToStringMap(TEXT("questTitles"), true);
if (const FString* Title = QuestTitles.Find(42))
{
    // *Title is localized through the string table
}

Reading Map Keys in Order

GetMapKeysInOrder(VariableName, bGlobal) returns the map's keys as a TArray<FString> in the map's serialized entry order. This is the only ordered view of a map's keys exposed as native types - the typed map getters above hand back an unordered TMap. String and Enum keys are returned verbatim; Integer keys are stringified. Combine it with a typed map getter to iterate entries in order:

C++
UStoryFlowComponent* SF = GetOwner()->FindComponentByClass<UStoryFlowComponent>();

// Ordered keys + the unordered typed map = ordered iteration
TArray<FString> Order = SF->GetMapKeysInOrder(TEXT("factionReputation"), true);
TMap<FString, int32> Reputation = SF->GetStringToIntMap(TEXT("factionReputation"), true);

for (const FString& Key : Order)
{
    int32 Value = Reputation.FindRef(Key);
    UE_LOG(LogTemp, Log, TEXT("%s = %d"), *Key, Value);
}

Stringified Integer Keys

For an integer-keyed map, GetMapKeysInOrder returns each key as its string form (for example 3 becomes "3"). To look the value up in a TMap<int32, ...> returned by GetIntToIntMap or GetIntToStringMap, convert the key back with FCString::Atoi first.

Writing Typed Maps

Each typed map getter has a matching setter that takes a native TMap and replaces the variable's entries. Like the scalar and array setters, the map setters fire OnVariableChanged, and on a missing, non-map or mistyped variable they do nothing except log a warning. Because TMap is unordered, the written entry order is not preserved.

Function Values Parameter
SetStringToBoolMap TMap<FString, bool>
SetStringToIntMap TMap<FString, int32>
SetStringToFloatMap TMap<FString, float>
SetStringToStringMap TMap<FString, FString>
SetIntToBoolMap TMap<int32, bool>
SetIntToIntMap TMap<int32, int32>
SetIntToFloatMap TMap<int32, float>
SetIntToStringMap TMap<int32, FString>

The StringTo* setters accept a map whose key type is String or Enum: when the target variable's keys are enum-typed, each key string is stored as an enum value. The *ToStringMap setters store their values verbatim, with no string-table key created, so written string and enum values are language-locked exactly like SetStringVariable.

C++
UStoryFlowComponent* SF = GetOwner()->FindComponentByClass<UStoryFlowComponent>();

// Replace a string-keyed, integer-valued map wholesale
TMap<FString, int32> Reputation;
Reputation.Add(TEXT("guild"), 25);
Reputation.Add(TEXT("thieves"), -10);
SF->SetStringToIntMap(TEXT("factionReputation"), Reputation, true);
// Fires OnVariableChanged just like a scalar setter

Typed Maps in Blueprint

In Blueprint, the typed getters and setters appear as Get/Set String To Int Map, Get/Set Int To String Map, and so on, each with a native map pin. Build a map with Make Map nodes and feed it to a setter, or read a map and pull values with Find - no FStoryFlowVariant handling required.

Maps and Characters

Map variables cannot be created on characters in this release. The character system is getting a redesign soon and maps will come to characters with it.

Resetting Variables

The plugin provides functions to reset variables back to their initial values as defined in the StoryFlow project. This is useful for restarting a story, resetting a scene, or clearing state for a new game.

Function Class What It Resets
ResetVariables() UStoryFlowComponent Resets local variables on this component to their initial values from the script definition
ResetGlobalVariables() UStoryFlowSubsystem Resets global variables to their project defaults
ResetAllState() UStoryFlowSubsystem Resets global variables, characters, and once-only option tracking - a full session reset
C++
// Reset just this component's local variables
StoryFlowComponent->ResetVariables();

// Reset global variables across all components
UStoryFlowSubsystem* Subsystem = GetGameInstance()->GetSubsystem<UStoryFlowSubsystem>();
Subsystem->ResetGlobalVariables();

// Full state reset (globals + characters + once-only options)
Subsystem->ResetAllState();

Reset Scope

ResetVariables() only affects the local variables of the specific UStoryFlowComponent you call it on. If you have multiple components in your world (e.g., multiple NPCs), each must be reset individually. For a full new-game reset, call ResetAllState() on the subsystem and then ResetVariables() on each active component.

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