Unreal Directive Docs
PluginsBranching Boolean

Introduction

Streamline your Blueprint workflow with one-click boolean branching

Branching Boolean is a lightweight editor plugin that simplifies one of the most common Blueprint patterns: checking a boolean variable and branching execution.

Instead of dragging out a Get node, then adding a Branch node, and finally wiring them together—simply right-click any boolean getter and select "Convert to Branch on Boolean".

The plugin creates a clean, single node that combines variable access and conditional branching into one compact package. Your graphs stay organized, your workflow stays fast.

This is an editor-only plugin with zero runtime cost. It has no impact on packaged builds.

Features

One-Click Conversion

Right-click any boolean variable getter and instantly convert it to a Branch on Boolean node

Clean Single Node

Replaces the common Get → Branch pattern with one streamlined node

Smart Variable Selection

Dropdown in the Details Panel lets you select from all available boolean variables (member, local, and inherited)

Automatic Rename Tracking

Node titles update automatically when you rename variables in your Blueprint

Native Integration

Appears in the right-click context menu alongside built-in Unreal options

Zero Runtime Cost

Editor-only plugin with no impact on packaged builds or game performance

Why Use Branching Boolean?

The standard Blueprint workflow for boolean branching requires three steps:

  1. Drag out a Get node for your boolean variable
  2. Add a Branch node
  3. Connect the boolean output to the Branch condition input

With Branching Boolean, this becomes a single action:

  1. Right-click any boolean getter → Convert to Branch on Boolean

Benefits

BeforeAfter
2-3 nodes cluttering your graphSingle, clean node
Manual wiring requiredNo wiring needed
Variable name hidden in Get nodeVariable name displayed in node title
Extra clicks and drag operationsOne-click conversion

Technical Details

PropertyValue
Engine Version5.5+
Module TypeEditor Only (UncookedOnly)
DependenciesNone
Network ReplicatedN/A (Editor only)
Loading PhaseDefault

Next Steps

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