Design-agnostic node editor for scripting the flow of events in Unreal Engine: quests, story beats, level events and anything else that is a sequence of things waiting on other things. Each node is a UObject that bundles logic and data and is asynchronous by design, so a node can wait on a delegate and fire output pins later, which a Blueprint function cannot. MIT licensed, so it can ship inside a closed commercial game.
At a glance
Licence
MIT
Commercial use
commercial OK
Credit
Not required
Status
active: License spot-checked at the source; the entry carries dated evidence.
A framework rather than a finished system: the README says it is "a convenient base for building systems tailored to fit your needs", so expect to write game-specific nodes in C++ or Blueprints
Runtime debugging draws messages over active nodes and wires while the game plays
Engine support comes from the release list: v2.3 shipped as separate releases for UE 5.6, 5.7 and 5.8 (2026-07-11); the README and Flow.uplugin name no engine version, and the default branch is 5.x
Install by cloning the repository or downloading a release into YourProject/Plugins; documentation is on the project's GitHub Pages site
Pairs with the dialogue plugins in this catalog rather than replacing them: Flow Graph sequences events, while DlgSystem, SUDS or Mountea handle the conversation itself; SUQS covers quest state in data tables if a graph is more than you need
MIT is compatible with the Unreal Engine EULA, which forbids combining engine code with copyleft licences such as GPL, LGPL and CC-BY-SA; keep the copyright notice in your third-party credits
Maintenance: GitHub API (2026-10-13) reports the repository not archived, last push 2026-10-13