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Switch Nodes

Switch nodes route execution flow based on the current editor context. They have one exec input and multiple exec outputs — one per case, plus a Default.

Switch: Editor Context

Routes based on the active editor tab. Supports 49 contexts including:

  • General: Level Editor, Content Browser
  • Blueprint: Blueprint Editor, Widget Blueprint, Animation Blueprint
  • Visual: Material Editor, Niagara, Texture, Font
  • Sequencing: Sequencer, Control Rig
  • World: PCG, Landscape (via editor mode)
  • Audio: MetaSound, Sound Cue, Sound Class
  • Data: DataTable, Curve, Struct, Enum
  • AI: Behavior Tree, State Tree, Environment Query
  • Advanced: IK Rig, IK Retarget, ML Deformer, Chooser, Dataflow
  • Custom: User-defined tab ID (for third-party editor plugins)

Each context gets its own exec output pin. Unmatched contexts go to the Default pin.

Switch: Editor Mode

Routes based on the current editing mode:

  • Default (Select), Landscape, Foliage, Mesh Paint, Placement, Fracture, Modeling Tools, Custom

Switch: Selection Count

Routes based on how many actors are selected in the viewport.

  • User defines which counts (0, 1, 2, 5...) get dedicated outputs
  • Unmatched counts go to Default
  • Dynamic — add as many count cases as needed

Switch: Actor Class

Routes based on the class of the selected actor.

  • User adds actor class entries; each gets an output pin
  • Supports subclass matching (e.g., a Light entry matches PointLight, SpotLight, etc.)
  • Unmatched classes go to Default

Switch: Blueprint Context

Routes based on the active panel in the Blueprint Editor:

  • Components, Event Graph, Construction Script, Defaults, Custom

Common Properties

All Switch nodes share: - Cases array — the list of case values/enums that create output pins - Default pin — always present, handles unmatched cases - Compact mode — toggle via H key for a smaller visual footprint