UKismetSystemLibrary::RaiseScriptError
#include "Kismet/KismetSystemLibrary.h"
Access: public
Specifiers: staticUFUNCTIONBlueprintCallable
Description
Raises a Blueprint exception with the given message, logged to the Output and Message Log with information about where it was raised.
Caveats & Gotchas
- • Marked DevelopmentOnly — this is compiled out entirely in Test and Shipping builds (guarded by `#if !(UE_BUILD_TEST || UE_BUILD_SHIPPING)`), so it must never be relied on for runtime error handling that needs to occur in a shipped game.
- • In the editor it throws a Blueprint exception via FBlueprintCoreDelegates::ThrowScriptException (visible in the Blueprint debugger); in non-editor development builds it only logs an error and stack trace instead — behaviour differs by build configuration, not just by whether it compiles out.
Signature
static void RaiseScriptError(const FString& ErrorMessage = FString(TEXT("An error occurred"))) Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| ErrorMessage | const FString& | The error message to display. | "An error occurred" |
Return Type
void Example
Raise a custom Blueprint error C++
if (!TargetActor)
{
UKismetSystemLibrary::RaiseScriptError(TEXT("TargetActor was null in AbilityActivation"));
return;
} See Also
Tags
Version History
Introduced in: unknown
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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