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

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.