Blueprint Arrays return data when Out-of-Bounds

“Given a five element array of objects, if I attempt to retrieve
element #10, it will still return element 5”

I agree with Luke,

This could be so very very confusing in a complex blueprint and really hard to debug, since sometimes element 5 results would be correct… but not if trying to access element 10

I am quite curious, how can blueprints be made to throw exceptions or in some way provide unavoidable feedback to blueprint developers, and stop behavior that would be disastrous in C++ ?

Thank you for UE4!

Rama