For Unreal Engine Developers
Coming from Unreal Engine Blueprints? You already understand visual programming! This guide maps Blueprint concepts to Flow-Like, helping you apply your node graph skills to automation and AI workflows.
Quick Concept Mapping
Section titled “Quick Concept Mapping”| Blueprint Concept | Flow-Like Equivalent |
|---|---|
| Blueprint | Board |
| Event Graph | Flow |
| Node | Node |
| Pin | Pin |
| Execution Pin (white) | Execution Wire |
| Data Pin (colored) | Data Wire |
| Variable | Variable |
| Function | Board with Quick Action |
| Macro | Subflow / Board reference |
| Event | Event node |
| Cast To | Type conversion nodes |
| Branch | Branch node |
| For Each Loop | For Each node |
| Sequence | Multiple output wires |
| Struct | Struct type |
| Array | Array type |
| Pure Function | Pure nodes (no execution pin) |
| Reroute Node | Reroute (visual organization) |
The Familiar Visual Model
Section titled “The Familiar Visual Model”If you’ve used Blueprints, Flow-Like will feel natural:
Blueprint Event Graph:
(Event BeginPlay) ──▶ [Print String] ──▶ [Set Variable]Flow-Like Flow:
[Quick Action Event] ──▶ [Console Log] ──▶ [Set Variable]Both use:
- Left-to-right execution
- Nodes connected by wires
- Input pins on left, output pins on right
- Execution flow (white wires) and data flow (colored wires)
Execution Wires
Section titled “Execution Wires”Just like Blueprints, Flow-Like has execution wires (white) that control flow order:
┌─────────────────┐ ┌─────────────────┐ ┌─────────────────┐│ Event │ │ Process │ │ Save ││ exec ├────▶│ exec exec ├────▶│ exec ││ │ │ │ │ │└─────────────────┘ └─────────────────┘ └─────────────────┘Nodes execute in the order the execution wire connects them.
Data Wires
Section titled “Data Wires”Data pins work identically:
Blueprint:
[Get Player Location] ──▶ (Vector) ──▶ [Print String]Flow-Like:
[Get Variable: location] ──▶ (Vector3) ──▶ [Console Log]Colored wires carry data. Types must match (or be convertible).
Variables
Section titled “Variables”Blueprint Variables
Section titled “Blueprint Variables”In Blueprints, variables are scoped to the Blueprint class.
Flow-Like Variables
Section titled “Flow-Like Variables”Variables are scoped to the Board:
Board: MyWorkflow├── Variables:│ ├── counter: Integer = 0│ ├── playerData: PlayerInfo│ └── items: Array<Item>Access with Get/Set Variable nodes—exactly like Blueprints.
Events
Section titled “Events”| Blueprint Event | Flow-Like Event |
|---|---|
| Event BeginPlay | Init Event (if applicable) |
| Event Tick | Scheduled Event |
| Custom Event | Quick Action Event |
| Event Dispatcher | Quick Action (callable) |
| Input Event | (not applicable—no game input) |
| Collision/Overlap | (not applicable—no physics) |
Flow-Like events are triggers for workflows:
- Quick Action – Manual button click
- Chat Event – Conversational input
- HTTP Event – API webhook
- Scheduled Event – Timer-based
Control Flow
Section titled “Control Flow”Branch (If)
Section titled “Branch (If)”Blueprint:
[Branch]├── Condition ──▶├── True ──▶ [Do Something]└── False ──▶ [Do Other]Flow-Like:
[Branch]├── condition ◀── (bool input)├── True ──▶ [Do Something]└── False ──▶ [Do Other]Identical pattern!
For Each Loop
Section titled “For Each Loop”Blueprint:
[For Each Loop]├── Array ◀── (array input)├── Loop Body ──▶ [Process]│ ├── Array Element ──▶│ └── Array Index ──▶└── Completed ──▶ [After Loop]Flow-Like:
[For Each]├── array ◀── (array input)├── body ──▶ [Process]│ ├── element ──▶│ └── index ──▶└── done ──▶ [After Loop]Same structure, same semantics.
Sequence
Section titled “Sequence”Blueprint:
[Sequence]├── Then 0 ──▶ [First]├── Then 1 ──▶ [Second]└── Then 2 ──▶ [Third]Flow-Like: Simply connect multiple wires from one node:
[Event] ──┬──▶ [First] ├──▶ [Second] └──▶ [Third]Branches execute in parallel (unlike Blueprint’s sequential).
Flip Flop / Do Once
Section titled “Flip Flop / Do Once”Blueprint: Built-in nodes like Flip Flop.
Flow-Like: Use variables to track state:
[Get Variable: flip_state] │ ▼[Branch: flip_state == true] │ True ──▶ [Action A] ──▶ [Set Variable: flip_state = false] │ False ──▶ [Action B] ──▶ [Set Variable: flip_state = true]Functions & Macros
Section titled “Functions & Macros”Blueprint Functions → Boards with Quick Actions
Section titled “Blueprint Functions → Boards with Quick Actions”Blueprint Function:
Function: CalculateScore├── Inputs: kills, deaths├── Local Variables: ratio└── Return: score
[Divide] ──▶ [Multiply] ──▶ [Return Node]Flow-Like:
Board: CalculateScore├── Quick Action Event:│ ├── kills (input)│ └── deaths (input)└── Flow: [Divide] ──▶ [Multiply] ──▶ [Return]Call from another Board just like calling a Blueprint function.
Macros → Subflows
Section titled “Macros → Subflows”Blueprint Macros expand inline. In Flow-Like, use subflows or board references for reusable logic.
Pure Functions
Section titled “Pure Functions”Blueprint Pure Nodes: No execution pins, just data.
Flow-Like Getter Nodes: Same concept:
[Get Variable: score] ──▶ (value) // Pure, no exec wirePure nodes can be connected to multiple consumers and will evaluate when needed.
Casting
Section titled “Casting”Blueprint:
[Cast To PlayerCharacter]├── Object ◀──├── Success ──▶ [Use as PlayerCharacter]└── Failed ──▶ [Handle Error]Flow-Like: Use type-specific nodes or validation:
[Validate Type]├── value ◀──├── valid ──▶ [Use Value]└── invalid ──▶ [Handle Error]Or Extract Knowledge with schema validation for structured data.
Structs
Section titled “Structs”Blueprint Struct:
Struct: S_PlayerData├── Name: String├── Score: Integer└── Inventory: Array<S_Item>Flow-Like Struct:
Struct: PlayerData├── name: String├── score: Integer└── inventory: Array<Item>Break/Make struct nodes work similarly:
[Make PlayerData]├── name ◀── "Alice"├── score ◀── 100├── inventory ◀── [empty array]└── ──▶ PlayerData instance[Get Field: name]├── struct ◀── playerData└── ──▶ "Alice"Arrays
Section titled “Arrays”Array operations are nearly identical:
| Blueprint Node | Flow-Like Node |
|---|---|
| Make Array | Create Array |
| Add | Append |
| Insert | Insert |
| Remove Index | Remove at Index |
| Remove Item | Remove Item |
| Get | Get at Index |
| Length | Array Length |
| Find | Find Index |
| Contains | Contains |
| Filter | Filter Array |
| Set Array Elem | Set at Index |
| Append Array | Concat Arrays |
Math & Operations
Section titled “Math & Operations”All familiar math nodes exist:
- Add, Subtract, Multiply, Divide
- Sin, Cos, Tan, etc.
- Clamp, Lerp, Map Range
- Min, Max, Abs
- Vector operations
String Operations
Section titled “String Operations”| Blueprint | Flow-Like |
|---|---|
| Append | Concat |
| Format Text | Template String |
| To String | Stringify |
| Contains | String Contains |
| Split | Split String |
| Join | Join Strings |
| Replace | String Replace |
| To Upper/Lower | To Uppercase / To Lowercase |
Comparison: Game vs. Automation
Section titled “Comparison: Game vs. Automation”| Blueprint Use Case | Flow-Like Equivalent |
|---|---|
| Player spawns | Quick Action triggered |
| Game tick | Scheduled event |
| Button pressed | Chat Event / Quick Action |
| API call | HTTP Request |
| Save game | Save to Database / File |
| AI behavior tree | Agent nodes |
| UI update | A2UI components |
| Network replicate | (not applicable) |
What’s Different
Section titled “What’s Different”No Real-Time Execution
Section titled “No Real-Time Execution”Blueprints run every frame. Flow-Like runs on-demand (events trigger flows).
No Game Objects
Section titled “No Game Objects”No Actors, Components, or World. Instead: files, APIs, databases, AI.
No Physics/Collision
Section titled “No Physics/Collision”Flow-Like is for data processing, not simulation.
What’s Similar
Section titled “What’s Similar”Visual Debugging
Section titled “Visual Debugging”- Blueprints: Execution trace, watch values
- Flow-Like: Wire inspection, execution history
Type System
Section titled “Type System”Both enforce types at connection time. Incompatible types can’t connect.
Modular Design
Section titled “Modular Design”- Blueprints: Functions, Macros, Child Blueprints
- Flow-Like: Boards, Quick Actions, Board references
What Flow-Like Adds
Section titled “What Flow-Like Adds”AI & LLMs
Section titled “AI & LLMs”Native AI integration:
[Chat Event] ──▶ [Invoke LLM] ──▶ [Response]Build conversational AI, agents, RAG systems.
Data Processing
Section titled “Data Processing”SQL across any source:
[Register CSV] ──▶ [SQL Query] ──▶ [Results Table]Integrations
Section titled “Integrations”Connect to real-world services:
- REST APIs
- Databases (PostgreSQL, MySQL, etc.)
- Cloud storage (S3, Azure, GCS)
- File systems
Deployment
Section titled “Deployment”Run workflows:
- Desktop app (like a packaged game)
- Cloud backends (like dedicated servers)
- Scheduled (like background services)
Example: Blueprint to Flow-Like
Section titled “Example: Blueprint to Flow-Like”Blueprint: Score Tracker
Section titled “Blueprint: Score Tracker”Event BeginPlay │ ▼Set Score = 0 │ ▼Bind Event: OnEnemyKilled → Add to Score
---
Function: AddToScore(points)├── Get Score├── Add (Score + points)├── Set Score└── Update UIFlow-Like: Task Tracker
Section titled “Flow-Like: Task Tracker”Board: TaskTracker├── Variables:│ ├── completed_count: Integer = 0│ └── tasks: Array<Task>│└── Events: ├── Quick Action: AddTask (task_name) │ │ │ ▼ │ [Create Task] ──▶ [Append to tasks] ──▶ [Set Variable] │ └── Quick Action: CompleteTask (task_id) │ ▼ [Find Task] ──▶ [Mark Complete] ──▶ [Increment completed_count] │ ▼ [Update UI Log]Blueprint: AI Patrol
Section titled “Blueprint: AI Patrol”Event Tick │ ▼Get Next Patrol Point │ ▼Move To Location │ ▼Branch: At Location?├── True ──▶ Wait 2s ──▶ Get Next Point└── False ──▶ Continue MovingFlow-Like: Data Monitor
Section titled “Flow-Like: Data Monitor”Scheduled Event (every 5 minutes) │ ▼HTTP Request: Get Metrics │ ▼Branch: Metric > Threshold?├── True ──▶ Send Alert (Slack)│ ││ ▼│ Log to Database│└── False ──▶ Log: "All normal"Tips for Blueprint Developers
Section titled “Tips for Blueprint Developers”1. Think Events, Not Ticks
Section titled “1. Think Events, Not Ticks”Replace constant polling with event-driven triggers.
2. Use Variables for Persistence
Section titled “2. Use Variables for Persistence”Your “game state” is Board Variables.
3. Boards Are Blueprints
Section titled “3. Boards Are Blueprints”Each Board is like a Blueprint class—self-contained logic unit.
4. Quick Actions Are Custom Events
Section titled “4. Quick Actions Are Custom Events”Expose functionality that other boards (or users) can call.
5. Data Flow Is Familiar
Section titled “5. Data Flow Is Familiar”Same pins, same wires, same left-to-right flow.
Can I use this for game development?
Section titled “Can I use this for game development?”Flow-Like is for automation/AI, not games. But the skills transfer!
Is there a marketplace?
Section titled “Is there a marketplace?”Flow-Like has packages. Community contributions work similarly.
Can I prototype game logic?
Section titled “Can I prototype game logic?”Yes—for data flow and AI behavior (not rendering/physics).
Does it work with Unreal?
Section titled “Does it work with Unreal?”You could trigger Flow-Like workflows from Unreal via HTTP, but they’re separate tools.
Next Steps
Section titled “Next Steps”- Studio Overview – Learn the IDE
- Working with Nodes – Node deep dive
- Variables – State management
- GenAI – Build AI with familiar node graphs
- Agents – AI that feels like Behavior Trees