I’ve had this issue as well and I agree it would be helpful if more information was provided as wild goose chases are a huge waste of time - thankfully the in game searching is becoming better
that said - are you running source/c++ version? maybe try putting a breakpoint on the actual code where this test happens - Engine/Source/Runtime/Engine/Private/KismetMathLibrary.cpp
in “Engine/Source/Runtime/Engine/Private/KismetMathLibrary.cpp” set a breakpoint on “float UKismetMathLibrary::Divide_FloatFloat(float A, float B)” in my project i had to compile and run as “debug game” for the breakpoint to get hit, then going through the trace to find out which blueprint it was. in the blueprint editor/ find results window search “float/ float” to find all the possible nodes. uncheck the “find in current blueprint only” if you want to show the nodes of all the blueprints. in my project the culprit was a variable that was still set to its default 0 value as i had isolated the code that was setting it whilst i was debugging something else.