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Pins and Data Types

Every kind of value a wire can carry, from meshes and DNA to weight maps and plain numbers.

What a pin is

A pin is a single typed connector on a node - an input, on the node's input side, or an output, on its output side. Connections are always stored output to input: the graph auto-orients a new wire based on which end is the output and which is the input, so it does not matter which pin you actually drag from. Most input pins accept a single wire, and dropping a second one replaces the first, though a few are declared to accept more than one - see Nodes and Wires for the full wiring rules.

A pin's category is what decides whether it can be wired to another pin at all. Drag a wire out into empty space and the Add Node menu that opens is filtered to nodes with a compatible pin, with its header reading Compatible with {0} - see Working in the Graph.

Pin types

The table below covers every data type currently used by a pin in the library. Counts are pin totals across the whole node library in the current build, not a fixed catalogue - they rise as nodes are added.

Mesh and geometry

Type Pins What it carries Nodes that carry it
Mesh 247 A mesh: its vertices, triangles and their attributes. Apply AI Mesh Data, Apply Animation Frame, Auto-Rig, Auto-Skin
Mesh List 4 An ordered list of meshes, for nodes that work across more than one at a time. Create DNA, Generate LODs, Get Mesh Array Element, Mesh Array From Directory
Streaming Geometry Cache 11 A mesh that changes over time as a streamed cache, rather than a single static mesh. Apply Deltas to Geometry Cache, Export Geometry Cache to Alembic, Export Geometry Cache to USD, Export to Geometry Cache
Deltas 3 A set of per-vertex offsets, such as a sculpt result, kept separately from a full mesh. Apply Deltas (Topo Match), Get Deltas, Sculpt Mesh
Voxel Settings 4 The shared settings for a voxel operation. Density To Mesh, Generate Settings, Paint, Sculpt Density
Transform 3 A position, rotation and scale. Apply Rigid Transform, Find Plane, Rigid Fit

Character types

Type Pins What it carries Nodes that carry it
DNA 52 A MetaHuman DNA definition - the rig, mesh and expression data read from or written to a .dna file. Bake DNA Geometry, Create DNA, Create DNA From Skeletal Mesh, DNA To Mesh
Animation 11 An animation clip. Apply Animation Frame, Delta Mush Animation (Experimental), Load Animation (FBX), Load Animation Sequence
Bone Selection 8 A named selection of skeleton bones. Fit Skeleton, Get DNA Expression, Get DNA RBF Pose, Paint Skin Weights
Landmarks 17 A set of named points on a mesh surface, used to align or fit it against another mesh. Auto Face Landmarks, Invert Landmarks, Landmarks to RBF Points, Save Landmarks
RBF Points 3 The control points that drive an RBF (radial basis function) deformer. Landmarks to RBF Points, RBF Deformer

Maps, textures and assets

Type Pins What it carries Nodes that carry it
Weight Map 36 A per-vertex value spread across the mesh, such as a mask or a blend weight. Blend, Delta Mush (Experimental), Fix Intersections, Get Attribute
Texture 1 An image. Texture Sampler
Asset 20 A reference to an engine asset. Body Pose Detection, Convert To Static Mesh, Create Material from Textures, Export to Texture Asset

Asset pins mostly belong to the editor-only nodes described in the Introduction, which read or write Unreal Engine assets: an engine asset has nowhere to live in Studio, which has no project underneath it.

Plain value types

Type Pins What it carries Nodes that carry it
Number 784 A floating-point value. Fix Intersections, Generate LODs, Guided Delta Mush, Remesh
Whole Number 118 An integer value. Fix Intersections, Generate LODs, Guided Delta Mush, OpenSubdiv
Choice 17 One of a fixed set of named options - an enum. Branch, Cellular Distance, Cellular Return, Compare Op
True/False 2 A boolean. Mesh Health, Validate DNA
Text 2 A text value. Generate LODs, List Morph Targets
Any 2 A wildcard that accepts any type. Reroute is the only node that uses it, so a wire can be split without narrowing what it carries. Reroute

Number covers what the schema internally calls float and double, and Whole Number covers int, int32 and int64 - those are implementation details, not labels you will see in the app itself.