I’m looking for the Blueprint equivalent of #if WITH_EDITOR which is used in UE C++ to run perform certain actions only if the game is running within the context of the editor.
The main intention is to add useful debugging information in exceptional scenarios. Eg: Cast To MyActor fails and I want to print a simple message to the screen so I know that. I realize I can use the output log for this but I find it too verbose for this purpose. So does any such node exist to determine if game context is within the editor?
Not sure if the fact that blueprints being converted to a different form while cooking the game prevents such a check from being feasible.