Is it possible to throw an error in blueprint?

I actually want to raise an actual crash. Like a game crash. Quiet often there is a mistake in a blueprint somewhere (like retrieving an item from an array of objects that contains nil values) but the editor instead reports errors on ANOTHER blueprint on a really silly part like a branch-node. A branch node can’t be out range but okay… Then I have to start the epic search for the actual error somewhere through all of those blueprints. Currently I use print-string with some text like: “ERROR: in blueprint x”. Anyway, the editor just doesn’t like nil-values and goes all crazy on me if there is an accidental nil-value.