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Selector

Graph context-menu category: Flow Control. Editor menu label: Selector.

Selector node and dialogue graph example

Selector node and dialogue graph example. Supplied product gallery image; any captions/overlays are promotional, not interactive controls. Chooses a connected branch automatically; it does not display player choices.

Mode Behavior
First Connected First connected branch in authored order; ignores eligibility conditions
First Valid First eligible branch in order; unconditional final branch provides a fallback
Random Random connected branch; repeats allowed
Random No Repeat Avoids the immediately preceding selection when alternatives exist
Sequential Cycles in authored order
Shuffle Uses connected branches in shuffled cycles; avoids boundary repetition when possible

Conditions belong to First Valid behavior. Stateful mode memory belongs to the component and is included in captured narrative progress. Reordering branches can change the meaning of stored positions.

Screenshot S07: Selector mode and labeled outputs.

  1. Open a Dialogue Asset and right-click an empty section of the graph.
  2. Find the node under the category given above (START is created as part of the graph).
  3. Configure its fields in the Details panel and connect the flow pins shown in your editor.
  4. Save the asset and inspect the validation and runtime tools.

The runtime meaning is documented above from the bundled node reference. The graph is compiled to runtime node data; this is not an Unreal Engine Event Graph node. For behavior spanning gameplay objects, see Gameplay events or Blueprint APIs.