The 4.9 change log lists the following change under the Blueprints section:
Breakpoint is triggered on Access None error.
This doesn’t actually appear to be the case, at least with a VS Development build.
Manually placed breakpoints fire correctly in PIE mode and I get the “Accessed ‘None’” message both in the Output log and in the message log once I stop playing.
Maybe I’m misunderstanding and this is supposed to work differently. Do I have to enable this behavior somehow? Or does it require a VS debug build?
Does this occur in a clean, blank project with no additional content or is it limited to one project? What steps are you taking to reproduce this on your end?