How do you suppress certain errors in the editor message log?

I’m using a ‘Hit Actor’ result from a ‘Break Hit Result’ node in my arrow blueprint. Every time it hits something that’s not an actor, like a rock or a tree, it spams the log with “Accessed None” errors. I don’t need this, as it’s not an error in the first place. I know not everything it hits is going to be an actor and handle it accordingly. Is there a way to remove or suppress this error?

The way i’d do it is have a simple branch before it gives you the results. this branch should compare the “Hit object” with the object that you WANT to hit. if it is false, tell it to do nothing. if true, then continue with what you have. that should fix things