Animgraph Transition Rule Order of Operations/IsValid Check

I am trying to access data stored in a character reference in my animgraph, but since my character reference is null in the editor it is causing output spam.

Is there a way to guarantee order of operations so I can do an IsValid check in my transition rules so I’m not being spammed when I’m using the blueprint in the editor? I thought just making sure the “IsValid” was the first argument in the boolean and might work like it does in C++ since And/Or are short circuiting operators, but it seems that that’s not the case for blueprints.

Is there some way to get this functionality?

I’m aware that I could make a bunch of pure functions to get this functionality, but I don’t want to make a new function every time I need to check an IsValid in an area without a guaranteed flow.