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"surfacesEditor Context | Blueprint,Editor Context | Anim Blueprint,Editor Context | Widget Blueprint, and allBlueprint Context | *entries at once *::Customenum values expose a side text input for the Tab ID / Mode ID / Mode NameSelection Countcases show an int spinner.Actor Classcases 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