Can you temporarily ignore/disable certain parts of node network?

Can i set part of my node system to be ignored during play? Lets say i want to test something and need to temporarily stop a certain node collection in my level blueprint. If i just disconnect it from Event Tick i will get errors from nodes that expect a tick.

Does anyone know a trick for this problem?

From what I understand of what you’re trying to do and depending on your print set up can you not just create triggers? eg; have a branch before node you want to disable that asks if a certain key is pressed, when it’s not pressed node is disabled, when it is pressed it is enabled.

That would be a way. He could also just copy nodes and delete them, run game and after this, past them back into graph.

But i guess he is searching for an easier way to do this.

He could also use an input key instead of branch+input and use this exec node to stop compile from throwing errors. For example button ‘o’ or something that you don’t use normaly.

Thank you for your answers guys, you are both right. I solved it by putting a gate between tick and nodes, which cut my network off without errors. I didnt want to do copy paste thing, because it is quite a large piece of blueprint i was trying to disable.

What i meant was more like an option somewhere (right click in a comment and press ‘ignore’ or something like that.)

Hey BdeJong,

There isn’t currently a way to disable sections of a Blueprint, like commenting out sections of code, but we do have a feature request in our system for it. For now, your solution is a good one.