Blueprint Async Actions
A Blueprint async action is a latent node: it keeps running after the graph moves on and fires one of its own exec pins when it finishes. The SDK ships 102 of them, one C++ class each. 45 belong to its Game Model API, which the game API no longer serves, and are left out (see The Two Planes); every one of the other 57 is covered by the pages below, so this table is a lookup, not a gap list.
When you come here
You have a node open in the graph and want the page that explains its inputs, or you remember a page and want the exact node name to search for in the palette.
The Blueprint node column is the title you see in the Blueprint editor, taken from the factory function's display name. The C++ factory column is the static function that creates the action, and the Class column is the C++ class behind it; you need those only for a Cast or a manual Activate call from C++, since the whole point of an async action is that Blueprint drives it. Completion pins lists the node's output exec pins in order, so you know which ones to wire before you drop the node.
authentication
| Blueprint node | C++ factory | Class | Completion pins | Module |
|---|---|---|---|---|
| Magic Link Sign In | BeginMagicLinkSignIn | UCrowdyAuth_BeginMagicLinkSignIn | OnSuccess, OnError | CrowdyServices |
| Social Sign In | BeginSocialSignIn | UCrowdyAuth_BeginSocialSignIn | OnSuccess, OnError | CrowdyServices |
| Login | Login | UCrowdyAuth_Login | OnSuccess, OnError | CrowdyServices |
| Register | Register | UCrowdyAuth_Register | OnSuccess, OnError | CrowdyServices |
| Restore Session | RestoreSession | UCrowdyAuth_RestoreSession | OnSuccess, OnError | CrowdyServices |
avatars
| Blueprint node | C++ factory | Class | Completion pins | Module |
|---|---|---|---|---|
| Create Avatar | CreateAvatar | UCrowdyAvatars_CreateAvatar | OnSuccess, OnError | CrowdyServices |
| Delete Avatar | DeleteAvatar | UCrowdyAvatars_DeleteAvatar | OnSuccess, OnError | CrowdyServices |
| Get Avatar | GetAvatar | UCrowdyAvatars_GetAvatar | OnSuccess, OnError | CrowdyServices |
| Get Avatar App State | GetAvatarAppState | UCrowdyAvatars_GetAvatarAppState | OnSuccess, OnError | CrowdyServices |
| Get Avatar App States | GetAvatarAppStates | UCrowdyAvatars_GetAvatarAppStates | OnSuccess, OnError | CrowdyServices |
| Get My Avatars | GetMyAvatars | UCrowdyAvatars_GetMyAvatars | OnSuccess, OnError | CrowdyServices |
| Get User Avatars | GetUserAvatars | UCrowdyAvatars_GetUserAvatars | OnSuccess, OnError | CrowdyServices |
| Update Avatar | UpdateAvatar | UCrowdyAvatars_UpdateAvatar | OnSuccess, OnError | CrowdyServices |
| Update Avatar App State | UpdateAvatarAppState | UCrowdyAvatars_UpdateAvatarAppState | OnSuccess, OnError | CrowdyServices |
| Update Private Avatar State | UpdatePrivateAvatarState | UCrowdyAvatars_UpdatePrivateAvatarState | OnSuccess, OnError | CrowdyServices |
| Update Public Avatar State | UpdatePublicAvatarState | UCrowdyAvatars_UpdatePublicAvatarState | OnSuccess, OnError | CrowdyServices |
channels
| Blueprint node | C++ factory | Class | Completion pins | Module |
|---|---|---|---|---|
| Add Channel Member | AddChannelMember | UCrowdyChannels_AddChannelMember | OnSuccess, OnError | CrowdyServices |
| Create Channel | CreateChannel | UCrowdyChannels_CreateChannel | OnSuccess, OnError | CrowdyServices |
| Create Channel Role | CreateChannelRole | UCrowdyChannels_CreateChannelRole | OnSuccess, OnError | CrowdyServices |
| Delete Channel | DeleteChannel | UCrowdyChannels_DeleteChannel | OnSuccess, OnError | CrowdyServices |
| Delete Channel Role | DeleteChannelRole | UCrowdyChannels_DeleteChannelRole | OnSuccess, OnError | CrowdyServices |
| Get Channel | GetChannel | UCrowdyChannels_GetChannel | OnSuccess, OnError | CrowdyServices |
| Get Channel Members | GetChannelMembers | UCrowdyChannels_GetChannelMembers | OnSuccess, OnError | CrowdyServices |
| Get Channel Policy | GetChannelPolicy | UCrowdyChannels_GetChannelPolicy | OnSuccess, OnError | CrowdyServices |
| Get Channel Roles | GetChannelRoles | UCrowdyChannels_GetChannelRoles | OnSuccess, OnError | CrowdyServices |
| Get All Channels | GetChannels | UCrowdyChannels_GetChannels | OnSuccess, OnError | CrowdyServices |
| Get My Channels | GetMyChannels | UCrowdyChannels_GetMyChannels | OnSuccess, OnError | CrowdyServices |
| Get Pending Join Requests | GetPendingJoinRequests | UCrowdyChannels_GetPendingJoinRequests | OnSuccess, OnError | CrowdyServices |
| Join Channel | JoinChannel | UCrowdyChannels_JoinChannel | OnSuccess, OnError | CrowdyServices |
| Leave Channel | LeaveChannel | UCrowdyChannels_LeaveChannel | OnSuccess, OnError | CrowdyServices |
| Remove Channel Member | RemoveChannelMember | UCrowdyChannels_RemoveChannelMember | OnSuccess, OnError | CrowdyServices |
| Request to Join Channel | RequestToJoinChannel | UCrowdyChannels_RequestToJoinChannel | OnSuccess, OnError | CrowdyServices |
| Set Channel Member Roles | SetChannelMemberRoles | UCrowdyChannels_SetChannelMemberRoles | OnSuccess, OnError | CrowdyServices |
| Set Channel Policy | SetChannelPolicy | UCrowdyChannels_SetChannelPolicy | OnSuccess, OnError | CrowdyServices |
| Update Channel | UpdateChannel | UCrowdyChannels_UpdateChannel | OnSuccess, OnError | CrowdyServices |
| Update Channel Role | UpdateChannelRole | UCrowdyChannels_UpdateChannelRole | OnSuccess, OnError | CrowdyServices |
host-is-a-convention
| Blueprint node | C++ factory | Class | Completion pins | Module |
|---|---|---|---|---|
| Is Crowdy Entity Host (Server) | IsCrowdyEntityHostServer | UCrowdyIsEntityHostServer | OnIsHost, OnIsNotHost, OnFailed | CrowdyServices |
teams
| Blueprint node | C++ factory | Class | Completion pins | Module |
|---|---|---|---|---|
| Add Team Member | AddTeamMember | UCrowdyTeams_AddTeamMember | OnSuccess, OnError | CrowdyServices |
| Create Team | CreateTeam | UCrowdyTeams_CreateTeam | OnSuccess, OnError | CrowdyServices |
| Create Team Role | CreateTeamRole | UCrowdyTeams_CreateTeamRole | OnSuccess, OnError | CrowdyServices |
| Delete Team | DeleteTeam | UCrowdyTeams_DeleteTeam | OnSuccess, OnError | CrowdyServices |
| Delete Team Role | DeleteTeamRole | UCrowdyTeams_DeleteTeamRole | OnSuccess, OnError | CrowdyServices |
| Get My Teams | GetMyTeams | UCrowdyTeams_GetMyTeams | OnSuccess, OnError | CrowdyServices |
| Get Pending Join Requests | GetPendingJoinRequests | UCrowdyTeams_GetPendingJoinRequests | OnSuccess, OnError | CrowdyServices |
| Get Team | GetTeam | UCrowdyTeams_GetTeam | OnSuccess, OnError | CrowdyServices |
| Get Team Members | GetTeamMembers | UCrowdyTeams_GetTeamMembers | OnSuccess, OnError | CrowdyServices |
| Get Team Policy | GetTeamPolicy | UCrowdyTeams_GetTeamPolicy | OnSuccess, OnError | CrowdyServices |
| Get Team Roles | GetTeamRoles | UCrowdyTeams_GetTeamRoles | OnSuccess, OnError | CrowdyServices |
| Get All Teams | GetTeams | UCrowdyTeams_GetTeams | OnSuccess, OnError | CrowdyServices |
| Join Team | JoinTeam | UCrowdyTeams_JoinTeam | OnSuccess, OnError | CrowdyServices |
| Leave Team | LeaveTeam | UCrowdyTeams_LeaveTeam | OnSuccess, OnError | CrowdyServices |
| Remove Team Member | RemoveTeamMember | UCrowdyTeams_RemoveTeamMember | OnSuccess, OnError | CrowdyServices |
| Request to Join Team | RequestToJoinTeam | UCrowdyTeams_RequestToJoinTeam | OnSuccess, OnError | CrowdyServices |
| Set Team Member Roles | SetTeamMemberRoles | UCrowdyTeams_SetTeamMemberRoles | OnSuccess, OnError | CrowdyServices |
| Set Team Policy | SetTeamPolicy | UCrowdyTeams_SetTeamPolicy | OnSuccess, OnError | CrowdyServices |
| Update Team | UpdateTeam | UCrowdyTeams_UpdateTeam | OnSuccess, OnError | CrowdyServices |
| Update Team Role | UpdateTeamRole | UCrowdyTeams_UpdateTeamRole | OnSuccess, OnError | CrowdyServices |
whats-changed
| Blueprint node | C++ factory | Class | Completion pins | Module |
|---|---|---|---|---|
| Call Server Function | CallServerFunction | UCrowdyServerCallAction | OnSuccess, OnFailed | CrowdyExec |
Coverage for the 57 listed is complete: every one is mentioned on the page its row links to. A class that later stops matching any page (a rename, a page deleted) reopens as a coverage gap, not a silent removal from this table.
Gotchas
- The node's display name, its factory function and its C++ class name can all differ (
Link ModelsisAddEdgeonUCrowdyAddEdgeAction); search the palette by the Blueprint node column, not the Class column. - A latent node only fires its completion pins while the graph that called it is still alive. A widget removed from its parent before the call completes never sees the result.
- An async action with no ID pin operates on whatever the node's own inputs named at spawn time; it does not automatically track a Target that changes after the call starts.