The basic and recommended way is to use the Sub Graph node to start graph B from graph A. This way we could have very complex logic, i.e. separate graphs for every quest or event.

Yes, it’s an everyday use case, i.e. if you want to have a global “meta-quest” (controlling the game’s story) or graph that is tracking achievements. You can create a Flow Asset instance from anywhere in the game by calling UFlowSubsystem::StartRootFlow.

This happens if a given blueprint was created with a standard blueprint creation menu. You have to create blueprint nodes via a dedicated Content Browser menu item. (Similar inconvenience applies to creating Editor Blutilites, which won’t run if created via the standard blueprint menu).
