Community Tutorial: Introduction to Procedural Generation plugin in UE5.4

@AdrienLogut Hi! Thanks for the Youtube series!
I wanted to ask if there’s a way to simulate blueprint branches in PCG, for example using a boolean from GetActorProperty() to enable or disable certain branches.

In this case I tried passing “Enabled” as attribute name but as I expected it doesn’t work:

I also would like to understand how the Boolean and Compare node work in PCG:
image

Thank you in advance!