• Variable & event names are identified by literal string

  • Variable & event names cannot be edited across all instances (must be edited by hand)

  • Events cannot return params

  • Most inputs of nodes cannot be directly typed in, this means you need to add another node for the literal value

  • Must specify trigger event node inputs count

  • Wildcard pins type are not updated after connecting a known type

  • A error can be reported from a nested call

    • Example :
      • Something calls EventA, EventA calls EventB
      • an error occurs in EventB
      • In the console the error can be reported at EventA
  • Adding object variables to prefab is broken

    • If you add a object variable to the prefab definition, already placed instances will not be updated (resulting in missing object variables)
    • same issue with default value
  • Broken node search:

    • No contextual search
    • If dragging from pin, can hide possible nodes (I recommended always searching from nothing, in some simple cases like with bools, ints, floats or flow control it works)
  • Weird parallelism for execution

    • I saw a checked value becoming false after a check IN THE SAME execution flow (in one case for now)
      • Details:
        • OnUpdate:
          • Check if MyVar is true, if true:
            • Do stuff
            • Do more stuff < ERROR ! MyVar was now false (like if it was updated in a parallel process)
      • Solution: Each time i needed to do something that required MyVar to be true, i checked it before
    • In another case a game object returned from a collision event was becoming null after a single node execution (caching it fixed the issue)
  • Nested graphs cannot have multiple output triggers (But its allowed to create multiple ones ?)

  • Returned values from nodes aren’t cached, meaning you need to save it or it will rerun it, or error (dynamic access error)

  • No delegates support