How to show Accessed None messages of every blueprint?

Hello, how would one make Accessed None messages from blueprints other than the level blueprint appear in the editor log message list? Is there a way to automatically make ALL the blueprints in the level able to show Accessed None messages? Since now only the level blueprint shows those messages (and only when replication is going on, I mean when “Number of clients” is more than 1), even if I put the other blueprints in the “Debug filter”.

Any suggestions?

I’m not sure if I fully understand your question. When my blueprints have issues they report access none. If you need to log, you can always use the Print node. Elaborate more on what you’re trying to accomplish. I may be able to help if this isn’t the proper solution.

Thanks for the answer, but I would like that there was something more global than printing individual functions.

Let’s try to explain it better: until now, and only if “Number of clients” was 2 or more, if the level blueprints had “Accessed Nones”, just after playing an error message appeared in the left-down corner of the screen, and opening it with “Show log” I was able to see more details about the “Accessed Nones” in the blueprint graph.

The fact is that I know there are “Accessed Nones” in blueprints other than the level blueprint, such as my character blueprint, but they don’t show the same way as the level blueprint, even if that other blueprint that contains “Accessed Nones” is under “Debug filter” when playing.

So I wanted to know how to show those error logs about “Accessed Nones” for other blueprints, not just the level blueprint. Does someone know how to do that?

Best thing I can think of to do what your asking is using IsValid? Nodes and then off the false pin using print string to send the information just to the log. That would stop the Error messages from appearing because IsValid? is like saying " I know that this may or may not have any value " . Then you can tell it if it has no value to print that to the log. this should not care what blueprint it comes from it will still add it to the log.

Something Like This.

Hope this helps.

Globally this works and i think that’s what the other person was saying. But a global checkbox to do this for you I Do not believe there is such a thing.