Is it possible to throw an error in blueprint?

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 ):

Thanks for that workaround, @VeganApps . I’ll use that for now, but I am very surprised this doesn’t have proper support :confused:

I think that workaround is not working anymore. That trick was probably leveraging a bug of the SetOwner functions which has probably been fixed.

I know this is an old thread, but there is now a blueprint node called “Raise Script Error” that will at least put a warning in the output log, with info about where the problem occurred. But it won’t produce an actual red-text error or alert you that the warning occurred, so you have to go hunting for it in the log. It’d be nice if you could toggle whether the “Error” is an error (red text) or just a warning (yellow text).