Is there BP equivalent of commenting?

Is there a Blueprint equivalent of commenting out a block of code? I want to have two different ways of doing the same thing in the same blueprint with only one being active at a time without having to rebuild the entire structure over again.

Is there any way to tell it, ignore this group and run that group?

It’s only for testing purposes and don’t want two blueprints to test with and keep switching back and forth which BP is being used if I can help it.

In context, this is controlling character movements and observing the differences between them. I’m already doing a similar thing with two entirely different characters, but one is working and the other is broken and trying to figure out where it’s broken by using BP elements of the working character without completely destroying the last few hours of additions to the broken character.

I’m hoping it can be done or I’ll have to duplicate the characterBP and make the changes there. Just seeing if there’s another way without doing that.

I played with something similar. If they start with events, you could disconnect the execution pin. Or do it with custom events (treat them like functions, swap in and out as needed).

If code isn’t triggered, it’s not executed. It may or may not be compiled into the blueprint, but it won’t run if the path of execution never goes through one of those white lines.

Collapse the group of failed bp into a function and disconnecting them.

If you have 4.11 you can enable an option to not compile an impure node. You have to enable it in experimental, then you just right click on the node and select ‘Do Not Compile’. You can’t quite comment out a block.