Unreal Engine 5 Flow Control Nodes in C++
Blueprint flow control nodes decide the order and conditions under which your logic runs. In C++ these nodes map directly onto ordinary control flow: consecutive statements, if checks, switch statements, simple boolean flags, and the ternary operator.
This category covers the C++ equivalents for Sequence, Do Once, Gate, MultiGate, Switch on Int, Switch on Enum, and Select. Each page shows the real Blueprint node alongside the header and source code you would write in an AActor or UObject subclass, so you can stop dragging wires and write the same behavior in C++.
7 nodes in this category.
Sequence
The BlueprintSequence node fires its outputs in order, top to bottom. In C++ that is simply consecutive statements: StepOne(); StepTwo(); StepThree();.View C++ equivalent →Do Once
The BlueprintDo Once node runs its output exactly once until reset. In C++ you reproduce it with a bool bHasRun flag guarded by an if (!bHasRun) check.View C++ equivalent →Gate
The BlueprintGate node lets execution pass only while it is open. In C++ you model it with a bool bGateOpen flag that Open() and Close() toggle, checked by if (bGateOpen).View C++ equivalent →MultiGate
The BlueprintMultiGate node routes execution to a different output each time it is hit. In C++ you track an index member and switch on GateIndex++ % N to cycle through outputs.View C++ equivalent →Switch on Int
The BlueprintSwitch on Int node is a plain C++ switch statement. Each integer case becomes a case label and the node's Default pin becomes default.View C++ equivalent →Switch on Enum
The BlueprintSwitch on Enum node is a C++ switch over an enum value. Each enumerator becomes a case EMyEnum::A: style label.View C++ equivalent →Select
The BlueprintSelect node picks a value based on a condition, which in C++ is the ternary operator: int32 Result = bCondition ? OptionA : OptionB;.View C++ equivalent →