How to break Blueprint execution on "Accessed None"?

How can I halt blueprint execution on an “accessed none” error? The log messaged is pointing to the wrong function in the blueprint. I’m able to step through without seeing any accessed none errors. I just want to break when it happens.

Check out this: Edit tab → Editor Preferences → Experimental → Blueprints → Blueprints break on exceptions.

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For anyone having this Error “Accessed None ‘CallFunc_getBlackboard_ReturnValue’ from node Set Value as Bool in graph ‘EventGraph’ in blueprint PCSCharacter” The FIX is the Box you made can not be inside the NPC so move it out side of it. This is what fixed my problem.