Performance optimization with blueprints?

B & C are essentially the same. The switch on Int is more efficient than a series of String comparisons. But once you get past that switch to a branch, “Completion” variable is only used once (regardless of how and where it’s connected).

You could compare each in CPU time (not GPU). But this is not were I would be looking for performance improvements. Instead, I would be more concerned with BP organization and maintainability.