Skip to main content

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 nodeC++ factoryClassCompletion pinsModule
Magic Link Sign InBeginMagicLinkSignInUCrowdyAuth_BeginMagicLinkSignInOnSuccess, OnErrorCrowdyServices
Social Sign InBeginSocialSignInUCrowdyAuth_BeginSocialSignInOnSuccess, OnErrorCrowdyServices
LoginLoginUCrowdyAuth_LoginOnSuccess, OnErrorCrowdyServices
RegisterRegisterUCrowdyAuth_RegisterOnSuccess, OnErrorCrowdyServices
Restore SessionRestoreSessionUCrowdyAuth_RestoreSessionOnSuccess, OnErrorCrowdyServices

avatars

Blueprint nodeC++ factoryClassCompletion pinsModule
Create AvatarCreateAvatarUCrowdyAvatars_CreateAvatarOnSuccess, OnErrorCrowdyServices
Delete AvatarDeleteAvatarUCrowdyAvatars_DeleteAvatarOnSuccess, OnErrorCrowdyServices
Get AvatarGetAvatarUCrowdyAvatars_GetAvatarOnSuccess, OnErrorCrowdyServices
Get Avatar App StateGetAvatarAppStateUCrowdyAvatars_GetAvatarAppStateOnSuccess, OnErrorCrowdyServices
Get Avatar App StatesGetAvatarAppStatesUCrowdyAvatars_GetAvatarAppStatesOnSuccess, OnErrorCrowdyServices
Get My AvatarsGetMyAvatarsUCrowdyAvatars_GetMyAvatarsOnSuccess, OnErrorCrowdyServices
Get User AvatarsGetUserAvatarsUCrowdyAvatars_GetUserAvatarsOnSuccess, OnErrorCrowdyServices
Update AvatarUpdateAvatarUCrowdyAvatars_UpdateAvatarOnSuccess, OnErrorCrowdyServices
Update Avatar App StateUpdateAvatarAppStateUCrowdyAvatars_UpdateAvatarAppStateOnSuccess, OnErrorCrowdyServices
Update Private Avatar StateUpdatePrivateAvatarStateUCrowdyAvatars_UpdatePrivateAvatarStateOnSuccess, OnErrorCrowdyServices
Update Public Avatar StateUpdatePublicAvatarStateUCrowdyAvatars_UpdatePublicAvatarStateOnSuccess, OnErrorCrowdyServices

channels

Blueprint nodeC++ factoryClassCompletion pinsModule
Add Channel MemberAddChannelMemberUCrowdyChannels_AddChannelMemberOnSuccess, OnErrorCrowdyServices
Create ChannelCreateChannelUCrowdyChannels_CreateChannelOnSuccess, OnErrorCrowdyServices
Create Channel RoleCreateChannelRoleUCrowdyChannels_CreateChannelRoleOnSuccess, OnErrorCrowdyServices
Delete ChannelDeleteChannelUCrowdyChannels_DeleteChannelOnSuccess, OnErrorCrowdyServices
Delete Channel RoleDeleteChannelRoleUCrowdyChannels_DeleteChannelRoleOnSuccess, OnErrorCrowdyServices
Get ChannelGetChannelUCrowdyChannels_GetChannelOnSuccess, OnErrorCrowdyServices
Get Channel MembersGetChannelMembersUCrowdyChannels_GetChannelMembersOnSuccess, OnErrorCrowdyServices
Get Channel PolicyGetChannelPolicyUCrowdyChannels_GetChannelPolicyOnSuccess, OnErrorCrowdyServices
Get Channel RolesGetChannelRolesUCrowdyChannels_GetChannelRolesOnSuccess, OnErrorCrowdyServices
Get All ChannelsGetChannelsUCrowdyChannels_GetChannelsOnSuccess, OnErrorCrowdyServices
Get My ChannelsGetMyChannelsUCrowdyChannels_GetMyChannelsOnSuccess, OnErrorCrowdyServices
Get Pending Join RequestsGetPendingJoinRequestsUCrowdyChannels_GetPendingJoinRequestsOnSuccess, OnErrorCrowdyServices
Join ChannelJoinChannelUCrowdyChannels_JoinChannelOnSuccess, OnErrorCrowdyServices
Leave ChannelLeaveChannelUCrowdyChannels_LeaveChannelOnSuccess, OnErrorCrowdyServices
Remove Channel MemberRemoveChannelMemberUCrowdyChannels_RemoveChannelMemberOnSuccess, OnErrorCrowdyServices
Request to Join ChannelRequestToJoinChannelUCrowdyChannels_RequestToJoinChannelOnSuccess, OnErrorCrowdyServices
Set Channel Member RolesSetChannelMemberRolesUCrowdyChannels_SetChannelMemberRolesOnSuccess, OnErrorCrowdyServices
Set Channel PolicySetChannelPolicyUCrowdyChannels_SetChannelPolicyOnSuccess, OnErrorCrowdyServices
Update ChannelUpdateChannelUCrowdyChannels_UpdateChannelOnSuccess, OnErrorCrowdyServices
Update Channel RoleUpdateChannelRoleUCrowdyChannels_UpdateChannelRoleOnSuccess, OnErrorCrowdyServices

host-is-a-convention

Blueprint nodeC++ factoryClassCompletion pinsModule
Is Crowdy Entity Host (Server)IsCrowdyEntityHostServerUCrowdyIsEntityHostServerOnIsHost, OnIsNotHost, OnFailedCrowdyServices

teams

Blueprint nodeC++ factoryClassCompletion pinsModule
Add Team MemberAddTeamMemberUCrowdyTeams_AddTeamMemberOnSuccess, OnErrorCrowdyServices
Create TeamCreateTeamUCrowdyTeams_CreateTeamOnSuccess, OnErrorCrowdyServices
Create Team RoleCreateTeamRoleUCrowdyTeams_CreateTeamRoleOnSuccess, OnErrorCrowdyServices
Delete TeamDeleteTeamUCrowdyTeams_DeleteTeamOnSuccess, OnErrorCrowdyServices
Delete Team RoleDeleteTeamRoleUCrowdyTeams_DeleteTeamRoleOnSuccess, OnErrorCrowdyServices
Get My TeamsGetMyTeamsUCrowdyTeams_GetMyTeamsOnSuccess, OnErrorCrowdyServices
Get Pending Join RequestsGetPendingJoinRequestsUCrowdyTeams_GetPendingJoinRequestsOnSuccess, OnErrorCrowdyServices
Get TeamGetTeamUCrowdyTeams_GetTeamOnSuccess, OnErrorCrowdyServices
Get Team MembersGetTeamMembersUCrowdyTeams_GetTeamMembersOnSuccess, OnErrorCrowdyServices
Get Team PolicyGetTeamPolicyUCrowdyTeams_GetTeamPolicyOnSuccess, OnErrorCrowdyServices
Get Team RolesGetTeamRolesUCrowdyTeams_GetTeamRolesOnSuccess, OnErrorCrowdyServices
Get All TeamsGetTeamsUCrowdyTeams_GetTeamsOnSuccess, OnErrorCrowdyServices
Join TeamJoinTeamUCrowdyTeams_JoinTeamOnSuccess, OnErrorCrowdyServices
Leave TeamLeaveTeamUCrowdyTeams_LeaveTeamOnSuccess, OnErrorCrowdyServices
Remove Team MemberRemoveTeamMemberUCrowdyTeams_RemoveTeamMemberOnSuccess, OnErrorCrowdyServices
Request to Join TeamRequestToJoinTeamUCrowdyTeams_RequestToJoinTeamOnSuccess, OnErrorCrowdyServices
Set Team Member RolesSetTeamMemberRolesUCrowdyTeams_SetTeamMemberRolesOnSuccess, OnErrorCrowdyServices
Set Team PolicySetTeamPolicyUCrowdyTeams_SetTeamPolicyOnSuccess, OnErrorCrowdyServices
Update TeamUpdateTeamUCrowdyTeams_UpdateTeamOnSuccess, OnErrorCrowdyServices
Update Team RoleUpdateTeamRoleUCrowdyTeams_UpdateTeamRoleOnSuccess, OnErrorCrowdyServices

whats-changed

Blueprint nodeC++ factoryClassCompletion pinsModule
Call Server FunctionCallServerFunctionUCrowdyServerCallActionOnSuccess, OnFailedCrowdyExec
Every row above links forward. There is nothing left uncovered in this table.

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 Models is AddEdge on UCrowdyAddEdgeAction); 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.