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
TrueorFalsefrom 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
- World helpers — anchors, routes, trigger volumes in the level.
- Graph toolkit — macros, portals, pause, abort, nested graphs.