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 βQuick Concept Mappingβ| 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 βThe Familiar Visual ModelβIf youβve used Blueprints, Flow-Like will feel natural:
Blueprint Event Graph:
(Event BeginPlay) βββΆ [Print String] βββΆ [Set Variable]Flow-Like Flow:
[Quick Action Event] βββΆ [Console Log] βββΆ [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 βExecution WiresβJust like Blueprints, Flow-Like has execution wires (white) that control flow order:
βββββββββββββββββββ βββββββββββββββββββ ββββββββββββββββββββ Event β β Process β β Save ββ exec ββββββΆβ exec exec ββββββΆβ exec ββ β β β β ββββββββββββββββββββ βββββββββββββββββββ βββββββββββββββββββNodes execute in the order the execution wire connects them.
Data Wires
Section titled βData WiresβData pins work identically:
Blueprint:
[Get Player Location] βββΆ (Vector) βββΆ [Print String]Flow-Like:
[Get Variable: location] βββΆ (Vector3) βββΆ [Console Log]Colored wires carry data. Types must match (or be convertible).
Variables
Section titled βVariablesβBlueprint Variables
Section titled βBlueprint VariablesβIn Blueprints, variables are scoped to the Blueprint class.
Flow-Like Variables
Section titled βFlow-Like VariablesβVariables are scoped to the Board:
Board: MyWorkflowβββ Variables:β βββ counter: Integer = 0β βββ playerData: PlayerInfoβ βββ items: Array<Item>Access with Get/Set Variable nodesβexactly like Blueprints.
| 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 applicableβno game input) |
| Collision/Overlap | (not applicableβno physics) |
Flow-Like events are triggers for workflows:
- Quick Action β Manual button click
- Chat Event β Conversational input
- HTTP Event β API webhook
- Scheduled Event β Timer-based
Control Flow
Section titled βControl FlowβBranch (If)
Section titled βBranch (If)βBlueprint:
[Branch]βββ Condition βββΆβββ True βββΆ [Do Something]βββ False βββΆ [Do Other]Flow-Like:
[Branch]βββ condition βββ (bool input)βββ True βββΆ [Do Something]βββ False βββΆ [Do Other]Identical pattern!
For Each Loop
Section titled βFor Each LoopβBlueprint:
[For Each Loop]βββ Array βββ (array input)βββ Loop Body βββΆ [Process]β βββ Array Element βββΆβ βββ Array Index βββΆβββ Completed βββΆ [After Loop]Flow-Like:
[For Each]βββ array βββ (array input)βββ body βββΆ [Process]β βββ element βββΆβ βββ index βββΆβββ done βββΆ [After Loop]Same structure, same semantics.
Sequence
Section titled βSequenceβBlueprint:
[Sequence]βββ Then 0 βββΆ [First]βββ Then 1 βββΆ [Second]βββ Then 2 βββΆ [Third]Flow-Like: Simply connect multiple wires from one node:
[Event] βββ¬βββΆ [First] ββββΆ [Second] ββββΆ [Third]Branches execute in parallel (unlike Blueprintβs sequential).
Flip Flop / Do Once
Section titled βFlip Flop / Do OnceβBlueprint: Built-in nodes like Flip Flop.
Flow-Like: Use variables to track state:
[Get Variable: flip_state] β βΌ[Branch: flip_state == true] β True βββΆ [Action A] βββΆ [Set Variable: flip_state = false] β False βββΆ [Action B] βββΆ [Set Variable: flip_state = true]Functions & Macros
Section titled βFunctions & MacrosβBlueprint Functions β Boards with Quick Actions
Section titled βBlueprint Functions β Boards with Quick ActionsβBlueprint Function:
Function: CalculateScoreβββ Inputs: kills, deathsβββ Local Variables: ratioβββ Return: score
[Divide] βββΆ [Multiply] βββΆ [Return Node]Flow-Like:
Board: CalculateScoreβββ Quick Action Event:β βββ kills (input)β βββ deaths (input)βββ Flow: [Divide] βββΆ [Multiply] βββΆ [Return]Call from another Board just like calling a Blueprint function.
Macros β Subflows
Section titled βMacros β SubflowsβBlueprint Macros expand inline. In Flow-Like, use subflows or board references for reusable logic.
Pure Functions
Section titled βPure FunctionsβBlueprint Pure Nodes: No execution pins, just data.
Flow-Like Getter Nodes: Same concept:
[Get Variable: score] βββΆ (value) // Pure, no exec wirePure nodes can be connected to multiple consumers and will evaluate when needed.
Casting
Section titled βCastingβBlueprint:
[Cast To PlayerCharacter]βββ Object ββββββ Success βββΆ [Use as PlayerCharacter]βββ Failed βββΆ [Handle Error]Flow-Like: Use type-specific nodes or validation:
[Validate Type]βββ value ββββββ valid βββΆ [Use Value]βββ invalid βββΆ [Handle Error]Or Extract Knowledge with schema validation for structured data.
Structs
Section titled βStructsβBlueprint Struct:
Struct: S_PlayerDataβββ Name: Stringβββ Score: Integerβββ Inventory: Array<S_Item>Flow-Like Struct:
Struct: PlayerDataβββ name: Stringβββ score: Integerβββ inventory: Array<Item>Break/Make struct nodes work similarly:
[Make PlayerData]βββ name βββ "Alice"βββ score βββ 100βββ inventory βββ [empty array]βββ βββΆ PlayerData instance[Get Field: name]βββ struct βββ playerDataβββ βββΆ "Alice"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 βMath & OperationsβAll 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 βString Operationsβ| 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 βComparison: Game vs. Automationβ| 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) |
Whatβs Different
Section titled βWhatβs DifferentβNo Real-Time Execution
Section titled βNo Real-Time ExecutionβBlueprints run every frame. Flow-Like runs on-demand (events trigger flows).
No Game Objects
Section titled βNo Game ObjectsβNo Actors, Components, or World. Instead: files, APIs, databases, AI.
No Physics/Collision
Section titled βNo Physics/CollisionβFlow-Like is for data processing, not simulation.
Whatβs Similar
Section titled βWhatβs SimilarβVisual Debugging
Section titled βVisual Debuggingβ- Blueprints: Execution trace, watch values
- Flow-Like: Wire inspection, execution history
Type System
Section titled βType SystemβBoth enforce types at connection time. Incompatible types canβt connect.
Modular Design
Section titled βModular Designβ- Blueprints: Functions, Macros, Child Blueprints
- Flow-Like: Boards, Quick Actions, Board references
What Flow-Like Adds
Section titled βWhat Flow-Like AddsβAI & LLMs
Section titled βAI & LLMsβNative AI integration:
[Chat Event] βββΆ [Invoke LLM] βββΆ [Response]Build conversational AI, agents, RAG systems.
Data Processing
Section titled βData ProcessingβSQL across any source:
[Register CSV] βββΆ [SQL Query] βββΆ [Results Table]Integrations
Section titled βIntegrationsβConnect to real-world services:
- REST APIs
- Databases (PostgreSQL, MySQL, etc.)
- Cloud storage (S3, Azure, GCS)
- File systems
Deployment
Section titled βDeploymentβRun workflows:
- Desktop app (like a packaged game)
- Cloud backends (like dedicated servers)
- Scheduled (like background services)
Example: Blueprint to Flow-Like
Section titled βExample: Blueprint to Flow-LikeβBlueprint: Score Tracker
Section titled βBlueprint: Score TrackerβEvent BeginPlay β βΌSet Score = 0 β βΌBind Event: OnEnemyKilled β Add to Score
---
Function: AddToScore(points)βββ Get Scoreβββ Add (Score + points)βββ Set Scoreβββ Update UIFlow-Like: Task Tracker
Section titled βFlow-Like: Task TrackerβBoard: TaskTrackerβββ Variables:β βββ completed_count: Integer = 0β βββ tasks: Array<Task>ββββ Events: βββ Quick Action: AddTask (task_name) β β β βΌ β [Create Task] βββΆ [Append to tasks] βββΆ [Set Variable] β βββ Quick Action: CompleteTask (task_id) β βΌ [Find Task] βββΆ [Mark Complete] βββΆ [Increment completed_count] β βΌ [Update UI Log]Blueprint: AI Patrol
Section titled βBlueprint: AI PatrolβEvent Tick β βΌGet Next Patrol Point β βΌMove To Location β βΌBranch: At Location?βββ True βββΆ Wait 2s βββΆ Get Next Pointβββ False βββΆ Continue MovingFlow-Like: Data Monitor
Section titled βFlow-Like: Data MonitorβScheduled Event (every 5 minutes) β βΌHTTP Request: Get Metrics β βΌBranch: Metric > Threshold?βββ True βββΆ Send Alert (Slack)β ββ βΌβ Log to Databaseββββ False βββΆ Log: "All normal"Tips for Blueprint Developers
Section titled βTips for Blueprint Developersβ1. Think Events, Not Ticks
Section titled β1. Think Events, Not TicksβReplace constant polling with event-driven triggers.
2. Use Variables for Persistence
Section titled β2. Use Variables for PersistenceβYour βgame stateβ is Board Variables.
3. Boards Are Blueprints
Section titled β3. Boards Are BlueprintsβEach Board is like a Blueprint classβself-contained logic unit.
4. Quick Actions Are Custom Events
Section titled β4. Quick Actions Are Custom EventsβExpose functionality that other boards (or users) can call.
5. Data Flow Is Familiar
Section titled β5. Data Flow Is FamiliarβSame pins, same wires, same left-to-right flow.
Can I use this for game development?
Section titled βCan I use this for game development?βFlow-Like is for automation/AI, not games. But the skills transfer!
Is there a marketplace?
Section titled βIs there a marketplace?βFlow-Like has packages. Community contributions work similarly.
Can I prototype game logic?
Section titled βCan I prototype game logic?βYesβfor data flow and AI behavior (not rendering/physics).
Does it work with Unreal?
Section titled βDoes it work with Unreal?βYou could trigger Flow-Like workflows from Unreal via HTTP, but theyβre separate tools.
Next Steps
Section titled βNext Stepsβ- Studio Overview β Learn the IDE
- Working with Nodes β Node deep dive
- Variables β State management
- GenAI β Build AI with familiar node graphs
- Agents β AI that feels like Behavior Trees