Scene Editor
Scene Editor 101
The Scene Editor is designed to work .scene files. It enables a node-based workflow: you select a node on the graph editor to edit and inspect its properties.

Undo and redo actions are currently not supported but are planned.
Be careful with your edits and it wouldn't hurt to make periodical backups anyways!
What do the tabs mean?
The Scene Editor is designed for a node-based workflow: you select a node on the graph editor to edit and inspect its properties.

The first tab is the Node Properties tab where properties are dynamically shown and edits are synced with the Graph Editor
Here is a breakdown of the other tabs:
Actors & Props: This tab displays the definitions for actors, props, and other entities that are physically represented in the game world. Use this tab to add new actors or check existing actors in a scene.
Logic & Flow: This tab provides a global view of the logic and flow-control elements for the entire scene. This includes collections of data such as EntryPoints, ExitPoints, and other structures that define how the scene starts, ends, and progresses.
Dialogue: This tab contains the scene's entire dialogue repository. It provides access to the scene's embedded LocStore (localization strings) and actual localised ScreenplayStore (screenplay data), which include all dialogue lines, player choices, and associated metadata for the whole scene.
Asset Library: This tab serves as a central library for all external assets referenced within the scene file. This includes animations, effects, workspots.
Markers & Metadata: This tab displays a collection of scene-wide markers and other metadata. This includes NotablePoints, TriggerAreas, and other spatial or gameplay-related tags.
Right-click context menu

Common actions:
Duplicate Node: Creates an exact copy of the selected node, including all its properties, but with a new unique ID and no connections.
Detach Node: Removes all incoming and outgoing connections from the selected node.
Delete Node (Soft Delete): Replaces the selected node with a special 'Deletion Marker' node. This is the default deletion for any signal-stopping node such as a PauseCondition, Choice, etc. This is the recommended way to remove such nodes from quests that have already been published, as it prevents users with existing saves from getting stuck in a signal-stopping node.
Destroy Node (Hard Delete): Permanently removes the selected node from the graph. This is safe to use when creating a new scene, but should be used with caution on signal-stopping scene nodes that are already in use, as it can cause user to be stuck in your quest.
Unique actions:
Add Event Socket: creates a new event output socket on Section nodes
Add Choice: creates a new choice option socket on Choice nodes
Add Input: creates a new input socket on logical gates such as And, Xor, and routers such as Hub.
Add Output for Randomizer node - creates a new output node on the Randomizer node
Shortcuts
Delete
Performs a "soft delete" by replacing the node with a 'Deletion Marker' (soft delete). This only happens if the editor finds the selected node is a signal-stopping node like a Pause Condition, Choice, etc.
If it's a regular (non signal-stopping) node, it will be permanently deleted.
If it's already a 'Deletion Marker', it gets permanently destroyed.
Shift
+ Delete
Permanently destroys the selected node(s) (hard delete).
Ctrl
+ D
Duplicates the currently selected node.
Ctrl
+ N
Opens the dialog to create a new node.
Ctrl
+ G
Opens the "Go to Node" dialog to jump to a specific node by its ID.
↑
↓
←
→
(Arrow Keys)
Navigates between nodes. The editor uses a "smart walk" system that considers both spatial position and connection history to determine the next node to select.
Alt
+ Click
on a socket or Right-click
on a connection
Deletes connection
Last updated
Was this helpful?