> ## Documentation Index
> Fetch the complete documentation index at: https://docs.inworld.ai/llms.txt
> Use this file to discover all available pages before exploring further.

# Inworld Graph Component

[Overview](./overview) > Inworld Graph Component

**Class:** `UInworldGraphComponent` | **Inherits from:** `UActorComponent`

Actor component for managing Inworld graphs within the game world. This abstract component provides the foundation for integrating Inworld graph functionality into actors. It manages graph creation, compilation, and execution while providing delegates for monitoring graph events and results.

## Methods

* [CreateGraph](#creategraph)
* [ExecuteGraph](#executegraph)

## Reference

### CreateGraph

Creates the graph from the associated GraphAsset.

<img src="https://mintcdn.com/inworldai/mZNEEtl7pbzQ55cC/img/unreal/runtime/nd_img_CreateGraph.png?fit=max&auto=format&n=mZNEEtl7pbzQ55cC&q=85&s=22a11d0500c27595ebe81876dc526d90" alt="CreateGraph Blueprint Node" width="257" height="108" data-path="img/unreal/runtime/nd_img_CreateGraph.png" />

## Examples

```c++ theme={"system"}
void CreateGraph()
```

***

### ExecuteGraph

Executes the graph with the provided input data and runtime data.

<img src="https://mintcdn.com/inworldai/mZNEEtl7pbzQ55cC/img/unreal/runtime/nd_img_ExecuteGraph.png?fit=max&auto=format&n=mZNEEtl7pbzQ55cC&q=85&s=2e91aef3153905a9fe479bd83edbccd8" alt="ExecuteGraph Blueprint Node" width="257" height="138" data-path="img/unreal/runtime/nd_img_ExecuteGraph.png" />

## Examples

```c++ theme={"system"}
UPARAM(meta = (DisplayName = "Execution Id")) FString ExecuteGraph(
    const FInworldDataHandle& InputData,
    const TMap<FName, FInworldDataHandle>& RuntimeData
)
```

#### Parameters

| Parameter   | Type                                     | Description                                            |
| ----------- | ---------------------------------------- | ------------------------------------------------------ |
| InputData   | `const FInworldDataHandle&`              | The input data to pass to the graph.                   |
| RuntimeData | `const TMap<FName, FInworldDataHandle>&` | Runtime data map accessible by nodes during execution. |

#### Returns

**Type:** `UPARAM(meta = (DisplayName = "Execution Id")) FString`

***
