I have an instanced node with certain actions, or "events", which may be handled by custom child nodes assigned to the instance. So how do I assign child nodes to an instance such that the instance knows about the children and what action each child is for?
An example would be an NPC node. It has an "approach" action, which the NPC fires when the player gets within a certain distance, and a "death" action, which the NPC fires when it dies. Along with NPCs I have QuestUpdate nodes, which when triggered cause changes to the game's state and can cause things like text pop-ups to display. In my level scene I'd instance NPCs, and for some of the NPCs I'd assign QuestUpdate nodes for either their "approach" or "death" actions.
Another example would be NPC AI. Not all NPCs would need AI, and I may have different AI types for different NPCs. So I'd instance AI nodes assigned to the relevant NPCs.
One idea I had was giving my node special container nodes for each of its actions that get handled by the special child nodes. So an NPC would have an "approach" node, a "death" node, and an "ai" node. In the level scene I'd assign the relevant QustUpdate nodes to an NPC's "approach" and "death" nodes while assigning the relevant AI node to an NPC's "ai" node. But this would mean turning on editable children, displaying every other child node the NPC has.
Another idea I had was just requiring these child nodes to have a specific name so that the main node can check for them directly. So a QuestUpdate node meant to handle an NPC's death action would always be named "on death". I actually do this now for the AI nodes. Though it requires that I give the node the correct name.