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Controlling the Flow

Blueprints are built from elements that you wire together to define your logic. Each element either controls the execution path or performs an action. You add elements using the element palette that appears at connection points in the diagram. The element palette showing available element types

Assignment

The Assignment element performs a calculation or stores a value in a variable. It appears as a purple block on the canvas. An Assignment element setting basePizzaPrice to 8 An assignment has two parts:
  • Variable name (left of =) β€” the variable to create or update
  • Expression (right of =) β€” the value or calculation to assign
Expressions support standard operators (+, -, *, /), variable references, and literal values like numbers or strings.

Decision

The Decision element creates conditional branches in your flow. It evaluates a condition and routes execution down different paths (IF/ELSE). It appears as a yellow block. A Decision element with a condition A decision has:
  • Condition β€” a comparison expression (e.g., age <= 18, cartValue >= 50)
  • True path β€” executes when the condition is true
  • False/Else path β€” executes when the condition is false

Multiple conditions

You can add multiple condition blocks to handle more complex scenarios. Each condition is evaluated top to bottom β€” execution follows the first one that is true. A Decision element with two conditions and an Else branch Click Create a condition below your existing conditions to add more. You can also add an Else block that catches anything not handled by previous conditions.

Loops

Loops repeat a section of your flow. There are three types:

Loop over Items

Iterates through each item in a list. You specify:
  • Variable β€” holds the current item (e.g., item)
  • Collection β€” the list to iterate over (e.g., itemValues)
  • Counter (optional) β€” tracks the current position (e.g., index)
A Loop over Items summing values from a list

Loop with Counter

Repeats a fixed number of times, like a classic for loop. You specify:
  • Variable β€” the counter with its starting value (e.g., i=0)
  • Condition β€” when to stop (e.g., i < 10)
  • Step β€” how the counter changes each iteration (e.g., i=i + 1)
A Loop with Counter summing numbers from 0 to 9

Loop with While Condition

Repeats as long as a condition remains true. You specify:
  • Condition β€” checked before each iteration (e.g., debtBalance > 0)
The loop exits when the condition becomes false. A Loop with While Condition processing payments until debt is zero

Continue and Exit Loop

Inside any loop, two additional elements become available:
  • Continue β€” skips the rest of the current iteration and moves to the next one. Useful for filtering out items you don’t want to process.
  • Exit Loop β€” stops the entire loop immediately. Useful for search operations where you can stop once you’ve found what you’re looking for.

Return

The Return element ends your Blueprint successfully and returns the output values. It appears as a green block with a check icon. A Return element ending the Blueprint You can place Return elements anywhere in the flow. When execution reaches a Return, the Blueprint stops and sends the output values back to the caller.

Error

The Error element stops your Blueprint and returns an error message. It appears as a red block. An Error element with a validation error message You specify an error message that explains what went wrong. Use Error elements for input validation, business rule violations, or any situation where the Blueprint cannot continue.

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