We really need a node in Unreal Editor to throw a custom blueprint runtime error with a clickable link to the location where the error occured!
The Print node with a breakpoint is not a solution because the breakpoints are only locally saved and do not persist if I for example zip the project ( and then use the unzipped project ) or share the project on GitHub!
At the moment I use this super dirty workaround with the variable ThrowError of the type Actor always (un)set to None ( null ref ):
I know this is an old thread, but there is now a blueprint node called âRaise Script Errorâ that will at least put a warning in the output log, with info about where the problem occurred. But it wonât produce an actual red-text error or alert you that the warning occurred, so you have to go hunting for it in the log. Itâd be nice if you could toggle whether the âErrorâ is an error (red text) or just a warning (yellow text).