More gates!

Why don’t you implement those yourself, it’s easy pizy

.cpp:



bool NAND(bool A, bool B) { return !(A&&B) }
bool NOR(bool A, bool B) { return !(A||B) }
bool XNOR(bool A, bool B) { return A==B } //as you see this one is actully pointless as you can use is equile (==) node you will have same result


.h:



UCLASS()
class UMyAwesomeBlueprintNodes : public UObject
{
	GENERATED_UCLASS_BODY()

public:
UFUNCTION(BlueprintPure, meta = (FriendlyName = "NAND Gate", CompactNodeTitle = "NAND"), Category = "Logic Gates") 
static bool NAND(bool A, bool B);
UFUNCTION(BlueprintPure, meta = (FriendlyName = "NOR Gate", CompactNodeTitle = "NOR"), Category = "Logic Gates") 
static bool NOR(bool A, bool B);
UFUNCTION(BlueprintPure, meta = (FriendlyName = "XNOR Gate", CompactNodeTitle = "XNOR"), Category = "Logic Gates") 
static bool XNOR(bool A, bool B);

};


BlueprintPure makes nodes without Exec pins
CompactNodeTitle make them look like like other gates
I’m not sure about category don’t want to open UE4 just to check gates location but you can use “|” to make sub categories
Static functions allows to use node without object initiation and without “Target” pin, in other words create global(-like) nodes
See, C++ in UE4 don’t bite as people make it look like

…actully all those is pointless as all “N” do is add NOT gate (invert bool) to corresponding gate output (NOR = OR -> NOT) which you can do in blueprint alone, as you may notice even C++ don’t have those for same reason