Scene Director FAQ

Does this replace my NPC AI?

No. It runs scripted scenes — who does what and when. Your AI still decides what the NPC wants to do.

I already use Sequencer. Why add this?

Sequencer is great for cameras and timelines. Scene Director handles branching gameplay: who moves where, when a scene starts, what happens next.

Do I need C++?

No. You can build and run graphs in Blueprint. C++ is only if you want custom task nodes or deeper integration.

Will I have to rebuild my game around it?

No. Plug it in step by step and call it from your existing Blueprint or C++ code.

Is it only for story games?

No. Cutscenes, patrols, ambient moments, combat setup, shop interactions — anything with a clear sequence of steps.

Can I see what the graph is doing at runtime?

Yes. Console commands, debug overlays, and graph trace in the editor help you follow active tasks.

Does it work with save/load?

Yes. Graph progress can be saved and restored so a scene can continue after load instead of restarting from scratch.

Must I use the built-in anchors, routes, and nodes?

No. They are shortcuts. You can use your own actors, tags, and custom nodes.

Am I locked into this plugin?

Mostly no. Graphs are plain assets in your project. You extend behavior with your own nodes — nothing hidden in a black box.

How do I know if it fits my project?

Rebuild one real interaction you already have (two NPCs, a trigger, a short sequence). If the graph is easier to read and change than your current setup, it is a good fit.