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Bango Blueprint Nodes
Bango includes several custom blueprint nodes. Find them in the "Bango | Scripting" category. If you have any suggestions for nodes to make scripting easier, please consider posting a suggestion as an issue.
This node is responsible for referencing other actors in a level. Bango will create this node automatically when you copy-paste one or more actors into the graph, or when you drag actors from the world outliner onto the graph.
When placed manually in a graph, the "Find Actor" node looks up an actor by a "Bango ID". Bango IDs are a component that can be added to actors to give them a typed name. Bango IDs are not being actively used at this time and this system may be removed at some point if I do not find any utility in keeping it.
Note
Bango's actor reference nodes can use either soft or hard pointers. By default, only World Partition levels will be set to hard references. Whenever using soft references, you assume responsibility to ensure that those actors are loaded and exist when this script runs. When hard references are set, the hard reference is actually stored (hidden) on the Bango Script Component in the level. With World Partition, this ensures that any objects referenced by the script will be loaded whenever the script's owning actor is loaded.
World Partition levels should normally use hard references, and other levels should normally use soft references.

This marks the running script instance as garbage so it can be stopped and deleted. This node is not required in scripts with simple execution paths. However, if your script includes any delegate bindings (meaning it must await further execution from external sources), you will need this node to explicitly indicate when the script is finished.
These are used together. It creates, in effect, an unordered Sequence node, with invisible connections. If you have more than one in your graph you can give them names.
Use this to run a content script asset. Any script variables which are set as Expose On Spawn will be editable on the node. Returns a script handle which can be used to abort execution of the script.
Every script is ran by something! This gives access to the object that ran the script. This would often be a Bango Script Component, or Self where the script was run using a Run Script node.
This is an alternative to UE's built-in Delay node. It is intended to be more compact and comes with some extra capabilities.
Bango Scripts