Runtime Action
Runtime Action is for moments where the story needs to affect the real Roblox character or world.
Use Insert > Scene & UI > Runtime Action while the route is in Roaming. The node sends one server-authoritative action, then continues to Next.
Properties
Node-specific properties
| Field | What it does |
|---|---|
| Action | The runtime action to run. |
Inherited/common properties
| Field | What it does |
|---|---|
| Name | Optional label used in the editor and Story Map. Leave it empty to use VNC's automatic node name. |
| Target Instance Path | Path to a target part or model, such as workspace.SpawnLocation. |
| Next | Node that runs after this node finishes its own work. |
Actions
| Action | What it does |
|---|---|
teleport_player | Moves the player's current character to a target part or Model. |
kill_player | Sets the player's character Humanoid.Health to 0 and lets Roblox or game death handling continue. |
Roaming Requirement
Runtime actions are world-facing. VNC lets you author them anywhere, but it warns when a reachable Runtime Action appears before roaming is enabled.
A common pattern is to enable Roaming, add Runtime Action, add World Wait or another node that keeps the player in the world, then disable Roaming before returning to normal story playback.
Target Paths for Teleport
Use paths that start from workspace or game.
| Example | Meaning |
|---|---|
workspace.SpawnLocation | A part named SpawnLocation under Workspace. |
workspace.InteractionLab.TeleportPad | A nested part or model. |
game.Workspace.Checkpoints.Library | A path starting from game. |
The target must resolve to a Roblox part or a Model. Invalid paths do not move the character.
Runtime Action is the supported path for teleporting a player or applying one-shot player/world effects during story playback.