Is the multigate node working correctly?

Hi everybody!!

So, I´ve been working on a possession script on blueprint.
I have four characters spawned at begin play event, and each of these characters is possessed in order (1,2,3,4) when you press the E key, and in the inverse order when you press the Q key (4,3,2,1), and the idea is to start possessing in the opposite list taking into consideration the index of the last possessed character, so the idea is if I press the E key twice, the character possessed is the number 2, and if I then press Q, then it start possessing starting at 3 (3,4,1,2).

Long story short, I think I´ve made a script that does exactly that, and while it works fine sometimes, other times it throws an innaccurate possession order, so, unless the script logic is incorrect (high probability), I´ve been thinking that maybe the “multigate” node could be buggy, especially considering that I´m using version 4.7 still.

I attached a picture of the blueprint to see if any of you guys could spot where could the issue be. If you can figure out another better way of doing the blueprint, that would also help a ton.

Thanks a bunch!!