[Feature Request] Stop cooking on blueprint error

When a Blueprint compilation error occurs while cooking, the process keeps chugging along until all assets have been processed. I’d like to be able to pass in a flag to the RunUAT script which exits with an error code when a Blueprint error occurs.

e.g. RunUAT.bat BuildCookRun -failonblueprinterror

feature requests get more attention on the forums, instead of answerhub:
https://forums.unrealengine.com/forumdisplay.php?24-Feedback-for-Epic