Make Blueprints null references crash and display log

I really don’t think you actually want to do this, but you could change FBlueprintCoreDelegates::ThrowScriptException to check() on EBlueprintExceptionType::AccessViolation, or hook it yourself (add a delegate to FBlueprintCoreDelegates::OnScriptException and do the check() in game code land). As kjustynski metioned, crashing the editor due to buggy game code is incredibly aggressive; the user will lose any unsaved work they were doing and ideally should be avoided at all costs.

More practically, you can enable the experimental feature ‘Blueprint Break on Exceptions’ in the editor settings, which will treat access nones like a BP breakpoint.

Cheers,
Michael Noland