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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

Added in 1.0.4.

The unified Switch node replaces the 5 specialized Switch types below. Each case can match any of the 5 predicates — Editor Context, Editor Mode, Blueprint Context, Selection Count, or Actor Class — and a single Switch can mix heterogeneous cases (e.g. case 0 matches an Editor Context, case 1 matches a Selection Count, case 2 matches an Actor Class).

Configuring a case:

  • Each case exposes a single searchable combo listing all options across all 5 categories (~60+ entries — Editor Context | Sequencer, Editor Mode | Landscape, Blueprint Context | Components, Selection Count..., Actor Class..., etc.)
  • Typing in the filter cross-cuts categories — searching "blueprint" surfaces Editor Context | Blueprint, Editor Context | Anim Blueprint, Editor Context | Widget Blueprint, and all Blueprint Context | * entries at once
  • *::Custom enum values expose a side text input for the Tab ID / Mode ID / Mode Name
  • Selection Count cases show an int spinner. Actor Class cases show the standard class picker
  • The combo button always shows the synthesized <Category> | <Value> label so the case is readable at a glance

Runtime: cases are evaluated in order, first match wins, falls back to the Default pin.

Migration from the 5 legacy Switch nodes

The 5 specialized Switch nodes below still compile and work — existing graphs are unchanged. They are deprecated and will be removed in a future release; prefer the unified Switch node for new graphs.

Switch: Editor Context (Legacy)

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 (Legacy)

Routes based on the current editing mode:

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

Switch: Selection Count (Legacy)

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

  • User defines which counts (1, 2, 5...) get dedicated outputs
  • Default pin handles 0 selections (labeled "Default (0 selection)")
  • Dynamic — add as many count cases as needed

Switch: Actor Class (Legacy)

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 (Legacy)

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 (only one Default allowed per switch) - Compact mode — toggle via H key for a smaller visual footprint - Mouse wheel cycling — scroll the mouse wheel over a dropdown to quickly cycle through options - Duplicate warning — if two cases have the same value, a yellow warning displays which cases are duplicated