Flow control like in a transistor

Not as such, because unlike electrical engineering, code/blueprint execution is linear and discrete, not continuous.

Meaning, you can’t have two “flowing” paths. You only ever get one “flowing” path (which is your Tick, and which is always firing off events in sequence every frame).

You have to think in discrete terms. It sounds like what you want is for a function to be fired for a series of frames, and for the game to do Some Thing on the first frame it ISN’T fired.

How you set this up is going to depend on what specifically you want to do. For example, if you’re using an overlap event to trigger it (i.e. the player overlaps a fire zone or something) you may just want that actor to call the function every frame. If it’s for something like player input (every frame the player is pressing a key) you’d want to use the Press and Release commands instead.

As to your specific ReleaseThePrintString example, you have to understand that functions cannot be “stopped”. A function is like a gunshot; it’s called and immediately fired, one time, and that’s it. So what you’d probably want to do is have your Tick function, AFTER performing the check and discovering that the bool is true and it should Print “Hello” to the screen, have it immediately Set the bool in question to false. This way, every frame, ReleaseThePrintString will have to be called again or the printing will stop… this way, whatever function is calling ReleaseThePrintString must be doing so every frame for the status to continue.