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