{ }Blueprint → C++

Unreal Engine 5 · Blueprint → C++

Gate Node in Unreal Engine 5 C++UE Docs

The Blueprint Gate 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).

Blueprint node & C++ equivalent

C++
// .h
bool bGateOpen = false;          // Open()/Close() toggle this

// .cpp
if (bGateOpen)
{
  // passes only while the gate is open
}

What does the Gate node do?

A Gate has Enter, Open, Close, and Toggle inputs. Execution arriving at Enter passes through only when the gate is currently open; while closed, the Enter call is dropped. Open and Close change that state without passing execution themselves, so the gate acts like a switch that other code controls.

The C++ equivalent

Store the state as a bool bGateOpen = false; member in the header. Provide simple Open() and Close() functions that set the flag true or false. Wherever the Enter pin would feed logic, wrap it in if (bGateOpen) { ... } so the body only runs while the gate is open.

When to use it

A gate is useful when one part of your code enables or disables a stream of events, such as allowing damage only during an active phase. Keeping bGateOpen as a member lets any function open or close the gate, while the guarded block stays in whichever method handles the recurring event.

Frequently asked questions

What is the C++ equivalent of the Blueprint Gate node?+

A boolean flag such as bGateOpen, toggled by Open and Close functions and checked with if (bGateOpen) before the gated logic runs.

How is a Gate different from Do Once in C++?+

Do Once passes exactly once until reset, while a Gate can be opened and closed repeatedly, passing execution every time it is open.

Related Flow Control nodes

View all Flow Control nodes →