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Placeholders

A Vibe placeholder is a visible graph node created when Vibe Blueprints cannot safely reconstruct a native operation.

Vibe placeholder

Why placeholders are important

Silently dropping unsupported logic can produce a graph that looks complete but behaves incorrectly.

A placeholder:

  • preserves the unresolved location;
  • displays a replacement instruction;
  • keeps useful pins and connections where possible;
  • can intentionally block compilation until resolved.

Base event placeholders

Native entry events are large, context-sensitive Blueprint nodes.

Examples include:

  • Event Tick;
  • BeginPlay;
  • EndPlay;
  • overlap events;
  • damage events;
  • hit events;
  • destroyed events.

Add the real event manually and reconnect the preserved output pins.

Required component placeholders

Blueprint-owned component references are not created or guessed automatically.

Examples include:

  • Camera Component;
  • Scene Component;
  • Static Mesh Component;
  • Skeletal Mesh Component;
  • Collision Component;
  • Audio Component;
  • Movement Component;
  • Physics Handle Component.

Add or locate the real component in the Components panel, drag a Get reference into the graph, and replace the placeholder.

Unsupported-node placeholders

Project-specific and unsupported K2 node classes may be represented by placeholders.

Use the message inside the node to recreate the intended operation manually.