Branching nodes allow diverting the dialogue in different directions and thus they can have more than just one out connection.
The Multiple Choice node will prompt any number of choices in the UI for the player to select. Each choice can also have an optional Condition Task assigned. A choice is shown only if its condition evaluates to True, which is checked only once at the time the Multiple Choice node is executed. There is optionally a parameter to allow a specific time for the player to choose a response. If the time runs out, the first available response is selected.
Control nodes are meant to control the dialogue flow.
SubGraph nodes execute another entire graph.
The Sub Dialogue Tree node can hold an entire other Dialogue Tree. When the Sub Dialogue assigned is finished, the Sub Dialogue Tree node will continue either with the “Success” connection or the “Failure” connection (if any of those exist), depending on how the Sub Dialogue finished (see the Finish node above).