Making pure virtual methods: Are LowLevelFatalError and UE_LOG supposed to crash the editor?

I am attempting to make a base C++ class with some pure virtual methods. I would like for blueprints to inherit from this class and be forced to implement these methods. However, everything I attempt to do crashes the editor.

I soon(ish) realized that the macro to make such methods, PURE_VIRTUAL (which NEEDS documentation), calls for a LowLevelFatalError and that this was crashing everything. I then attempted to custom log it, only to realize that UE_LOG(…, Fatal, …) also crashes the editor.

I did find that the latter at least is supposed to crash the editor (other fatal log question), just hoping for something that doesn’t.

Then I searched for a way to quit the application if it is unimplemented (imho “quit entire game but not editor” should have an easier C++ standalone function or somesuch) only to find that somehow this code is called before the application is started and so, as may be expected at this point, the editor crashed.

I am willing to be chastised for my newness and tom-foolery, as long as it comes with anything that might ameliorate the situation.

I can attach code if desired, but I’ll hold off since I don’t know what I would attach.