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MothCocoon/FlowGraph

★ 1,841 · C++ · MIT · updated Jun 2026

Design-agnostic node system for scripting game’s flow in Unreal Engine

FlowGraph is an Unreal Engine plugin that replaces level blueprints for scripting game narrative and event flow. Each node is an async UObject rather than a blueprint function, which means you can encapsulate state and logic together and react to delegates over time. It's aimed at narrative/story-driven games that need a dedicated flow scripting layer separate from gameplay blueprints.

The async-by-default node design is the right call — level blueprints are terrible for multi-step narrative sequences, and this fixes that at the architectural level. The AddOn system (predicate AND/OR/NOT, switch cases as composable decorators on nodes) is a clean way to add conditionality without exploding node count. Sequencer/MovieScene integration is genuinely useful — you can trigger flow from timeline events without glue code. The debugger module is separate and ships with the plugin, so you get live debug overlays on active nodes without wiring anything yourself.

Save/restore support (FlowSave.h exists) looks minimal from the surface — there's no documentation on how checkpoint/save state interacts with async nodes that are mid-execution, which is exactly the case that bites you in a narrative game with manual saves. No built-in dialogue or conversation node types despite this being clearly aimed at story-driven games; you're writing those yourself from scratch. The plugin targets multiple UE versions but version compatibility is managed by branch, not by the plugin descriptor, so you need to track which branch matches your engine version or you'll waste time on compile errors. Data pin system (FlowDataPin*) is extensive but the migration story from the older property-based pins is unclear — FlowDataPinPropertyToValueMigration.h existing at all is a warning sign.

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