Switch Statements
Use Blueprint Switch nodes to route execution to a different output based on an enum, integer, string, name, or gameplay tag.

Use the Switch nodes to direct the flow of execution based on the given value, such as an enumerator, integer, string, name, or gameplay tag. You’ll find them in the right-click menu under Utilities > Flow Control > Switch.
Which Switch nodes are available?
| Node | Selection Type | Output Pins |
|---|---|---|
| Switch on Int | Integer | Added with the node’s Add pin button, numbered from Start Index |
| Switch on String | String | Set in the Pin Names array, or with Add pin |
| Switch on Name | Name | Set in the Pin Names array, or with Add pin |
| Switch on [Enum Name] | Enum | One pin per enum entry, generated automatically |
| Switch on Gameplay Tag | Gameplay Tag | Set in the Pin Tags array |
| Switch on Gameplay Tag Container | Gameplay Tag Container | Set in the Pin Containers array |
The Gameplay Tag nodes come from the GameplayTagsEditor plugin, which is enabled by default.
What can I configure on a Switch node?
Select a Switch node to edit these in the Details panel under Pin Options.
| Property | Applies To | Description |
|---|---|---|
| Has Default Pin | All Switch nodes | Adds a Default output for values that match no case. On by default, except on Switch on Enum. |
| Start Index | Switch on Int | The value of the first output pin. Defaults to 0. |
| Is Case Sensitive | Switch on String | Matches cases with exact casing. Off by default. |
Frequently asked questions
Why is there no Add pin button on Switch on Enum?
The enum defines the outputs, so the node builds one pin per entry for you.
Why won’t my Switch on String compile?
Two of its cases are the same string. The compiler reports this with the error contains duplicate cases.
Links
Check out the following resources to learn more about the subject.
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