# Supported nodes

{% hint style="success" %}
If there is some type of node / a property of a node which is not currently supported, but you want it, voice your wishes either on [GitHub](https://github.com/justarandomguyintheinternet/CP77_entSpawner), or in the #world-editing channel on the modding discord
{% endhint %}

## Entity

* All Entity type nodes support [Entity Instance Data](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/world-editing/object-spawner/features-and-guides/entity-instance-data) editing (Changing any component's value)
* Related guides: [Devices](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/world-editing/devices)

<table data-full-width="true"><thead><tr><th width="144">Variant Name</th><th width="298">Purpose</th><th width="308">Notes</th><th>Node Name (In Engine)</th></tr></thead><tbody><tr><td>Entity Template</td><td>Spawns an entity from a given <code>.ent</code> file. Appearance is configurable.</td><td>---</td><td><code>worldEntityNode</code></td></tr><tr><td>Entity Record</td><td>Spawns an entity from a given TweakDB record. Must be used for vehicles.</td><td>Movement update is slow, does not spawn if player is not standing on the ground.</td><td><code>worldPopulationSpawnerNode</code></td></tr><tr><td>Device</td><td>Same as Entity Template, but allows defining device connections to other entities. Used extensively to handle anything where two or more entities need to be able to communicate.</td><td>Connections are not previewed in the editor, only work once converted to native world edit.</td><td><code>worldDeviceNode</code></td></tr></tbody></table>

## Mesh

* Mesh nodes are used for most visible things, as they support scaling, and entities are overkill if nothing else but a visible mesh is needed

<table data-full-width="true"><thead><tr><th width="135">Variant Name</th><th width="391">Purpose</th><th width="281">Notes</th><th>Node Name (In Engine)</th></tr></thead><tbody><tr><td>Static Mesh</td><td>Places a static mesh, from a given .mesh file. Does not have any collision, but has an option to generate a fitting collider shape.</td><td>---</td><td><code>worldMeshNode</code></td></tr><tr><td>Rotating Mesh</td><td>Same as Static Mesh, but allows defining an axis and speed around which it will rotate.</td><td>---</td><td><code>worldRotatingMeshNode</code></td></tr><tr><td>Cloth Mesh</td><td>Same as Static Mesh, but has simulated cloth physics (E.g. Curtains)</td><td>Does not have simulated physics until converted to native world edit.</td><td><code>worldClothMeshNode</code></td></tr><tr><td>Dynamic Mesh</td><td>Places a mesh with simulated rigid-body physics. Not destructible.</td><td>---</td><td><code>worldDynamicMeshNode</code></td></tr></tbody></table>

## Deco

<table data-full-width="true"><thead><tr><th width="181">Variant Name</th><th>Purpose</th><th>Notes</th><th>Node Name (In Engine)</th></tr></thead><tbody><tr><td>Decals</td><td>Places a decal on the nearest surface, from a given <code>.mi</code> file, scalable and options for alpha and flipping.</td><td>---</td><td><code>worldStaticDecalNode</code></td></tr><tr><td>Particles</td><td>Plays a particle system, from a given <code>.particle</code> file.</td><td>---</td><td><code>worldStaticParticleNode</code></td></tr><tr><td>Effects</td><td>Plays an effect, from a given <code>.effect</code> file.</td><td>---</td><td><code>worldEffectNode</code></td></tr><tr><td>Static Audio Emitter</td><td>Plays a sound from a single point.</td><td>---</td><td><code>worldStaticSoundEmitterNode</code></td></tr><tr><td>Water Patch</td><td>Places a water patch, with physics / swimmability.</td><td>Does not have physics / reactivity until converted to native world edit.</td><td><code>worldWaterPatchNode</code></td></tr><tr><td>Fog Volume</td><td>Places a fog volume of variable size.</td><td>Sometimes not visible until converted to native world edit, due to light channels.</td><td><code>worldStaticFogVolumeNode</code></td></tr></tbody></table>

## Collision

<table data-full-width="true"><thead><tr><th width="148">Variant Name</th><th width="538">Purpose</th><th width="50">Notes</th><th>Node Name (In Engine)</th></tr></thead><tbody><tr><td>Collision Shape</td><td>A scalable collision shape, can be a box, capsule or sphere. Options to choose the material, affecting impact effect.</td><td>---</td><td><code>worldCollisionNode</code></td></tr></tbody></table>

## Lights

<table data-full-width="true"><thead><tr><th width="123">Variant Name</th><th width="590">Purpose</th><th width="63">Notes</th><th>Node Name (In Engine)</th></tr></thead><tbody><tr><td>Static Light</td><td>Places a static light of type point, spot or area. Lots of controls, such as color, intensity, angles, EV, flicker settings, radius, shadow / fog settings and more.</td><td>---</td><td><code>worldStaticLightNode</code></td></tr></tbody></table>

## AI

<table data-full-width="true"><thead><tr><th width="128">Variant Name</th><th width="347">Purpose</th><th>Notes</th><th>Node Name (In-Engine)</th></tr></thead><tbody><tr><td>AI Spot</td><td>Defines a spot at which NPCs use a workspot. Must be used together with a community node.</td><td>---</td><td><code>worldAISpotNode</code></td></tr><tr><td>Community</td><td>A collection of NPCs, with their phases, time periods and assigned spots.</td><td>Build must be converted to native world edit before community takes effect</td><td><code>worldCompiledCommunityAreaNode_Streamable</code></td></tr></tbody></table>

## Area

* All area type nodes work the same, [requiring an outline to be defined](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/world-editing/object-spawner/features-and-guides/setting-area-outlines) using a group of outline markers
* None of the area nodes functionality (E.g. Restrictions) are previewed, for them to take effect the build needs to be converted to native world edit

<table data-full-width="true"><thead><tr><th width="121">Variant Name</th><th width="564">Purpose</th><th width="61">Notes</th><th>Node Name (In-Engine)</th></tr></thead><tbody><tr><td>Outline Marker</td><td>Places a marker for an outline. Automatically connects with other outline markers in the same group, to form an outline. The parent group can be used to reference the contained outline.</td><td>---</td><td>Is not a real node</td></tr><tr><td>Trigger Area</td><td>General purpose node for an area with an associated trigger. Triggers supported: Interior, Location, Quest Notifier, Prevention, Vehicle Forbidden, Content Block</td><td>---</td><td><code>worldTriggerAreaNode</code></td></tr><tr><td>Ambient Area</td><td>Trigger used for modifying the soundstage. E.g. Muffling outdoor sounds while in an interior, or playing spatial ambient sounds.</td><td>---</td><td><code>worldAmbientAreaNode</code></td></tr><tr><td>Kill Area</td><td>Instantly kills the player when inside the area.</td><td>---</td><td><code>gameKillTriggerNode</code></td></tr><tr><td>Prevention Free Area</td><td>Prevents police from entering the area. Does not clear wanted level.</td><td>---</td><td><code>worldPreventionFreeAreaNode</code></td></tr><tr><td>Water Null Area</td><td>Removes the underwater effect, and swimmability from the area. Does not remove the water mesh.</td><td>---</td><td><code>worldWaterNullAreaNode</code></td></tr><tr><td>Dummy Area</td><td>Spawns a dummy area, which can be used for <a href="../devices/creating-security-areas">getting an outline for a gameStaticAreaShapeComponent</a>.</td><td>---</td><td>Is not a real node</td></tr></tbody></table>

## Meta

<table data-full-width="true"><thead><tr><th width="148">Variant Name</th><th width="421">Purpose</th><th width="179">Notes</th><th>Node Name (In-Engine)</th></tr></thead><tbody><tr><td>Occluder</td><td>Places an occluder of variable size and shape, which will cause anything completely behind it to not be rendered.</td><td>---</td><td><code>worldStaticOccluderMeshNode</code></td></tr><tr><td>Reflection Probe</td><td>Places a reflection probe of variable size. Can be used to make indoors have appropriate base lighting.</td><td>---</td><td><code>worldReflectionProbeNode</code></td></tr><tr><td>Static Marker</td><td>Places a static marker node. Useful if you need a NodeRef as a reference point. Usually best placed in an AlwaysLoaded Sector.</td><td>---</td><td><code>worldStaticMarkerNode</code></td></tr><tr><td>Spline Point</td><td>Places a point of a spline. Automatically connects with other spline points in the same group, to form a path. The parent group can be used to refernce the contained spline.</td><td>Works the same way as <a href="features-and-guides/setting-area-outlines">area outlines</a>.</td><td>Is not a real node</td></tr><tr><td>Spline</td><td>Basic spline with auto-tangents, which can be referenced using its NodeRef.</td><td>---</td><td><code>worldSplineNode</code></td></tr></tbody></table>


---

# Agent Instructions: Querying This Documentation

If you need additional information that is not directly available in this page, you can query the documentation dynamically by asking a question.

Perform an HTTP GET request on the current page URL with the `ask` query parameter:

```
GET https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/world-editing/object-spawner/supported-nodes.md?ask=<question>
```

The question should be specific, self-contained, and written in natural language.
The response will contain a direct answer to the question and relevant excerpts and sources from the documentation.

Use this mechanism when the answer is not explicitly present in the current page, you need clarification or additional context, or you want to retrieve related documentation sections.
