Built-in nodes

A quick reference for the nodes you get out of the box.

For graph structure (macros, portals, nested graphs), see Graph toolkit. For custom tasks, see Custom nodes.

Movement

  • Move To Anchor — pathfind a participant to an ActionAnchor.
  • Move To Route Point — go to one point on an ActionRoute.
  • Move Along Route — walk the full route spline.
  • Teleport To Anchor — instant move to an anchor.
  • Teleport To Nearest NavMesh — unstuck: snap to nearby walkable navmesh.
  • Follow Player — keep following the player until stopped or failed.
  • Follow Actor — follow another actor (by tag) with pathfinding.

Rotation

  • Rotate To Anchor — turn a participant to face an anchor.
  • Rotate To Route Point — turn to face a point on a route.
  • Rotate To Player — turn a participant toward the player.
  • Rotate Player To Anchor — turn the player to face an anchor.

Animation

  • Play Animation — play a montage or animation asset on a participant.
  • Stop Animation — stop the current montage or animation.

Player

  • Wait For Player Proximity — continue when the player enters a radius.
  • Set Player Invulnerability — turn damage immunity on or off during a scene.
  • Set Collision Ignore With Players — ignore collision between this actor and players.
  • Teleport Player To Anchor — move the player to a marked spot.

Actor & proximity

  • Wait For Actor Proximity — continue when another actor enters a radius.

Spawn & attach

  • Spawn Actor At Location — spawn a prop or helper at a world transform.
  • Spawn Actor Attached — spawn something attached to a participant socket.
  • Attach Actor — attach an existing actor to a participant socket.
  • Detach Actor — detach from parent and optionally simulate physics.
  • Destroy Actors (by Tag) — clean up temp actors spawned for the scene.
  • Spawn Niagara At Anchor — play a VFX at an anchor.
  • Deactivate Niagara (by Tag) — stop or destroy Niagara systems by tag.
  • Play Sound At Anchor — play audio at an anchor location.
  • Stop Sound — stop a sound started earlier in the graph.

Flow

  • Branch — pick True or False from a bool condition.
  • Wait (Seconds) — simple delay before the next step.
  • Gate — block or pass flow until you open or close the gate.
  • Sequence — cycle through numbered outputs in order on each pulse.
  • For Each (Count) — repeat a branch a fixed number of times.
  • Random — pick a weighted random branch (dialogue variants, idle quirks).
  • Pass Through — merge or reroute exec lines without extra logic.
  • Log — print a debug message when flow passes through.

See also