controlling where what a console error pings

A central script foreach through a bunch of methods in scripts around the scene. Now all console errors ping to this central script.
Is there a way to get console to ping the faulty script instead?

The top line of the stack trace should always be the exact line, method, and file which threw the exception. Are you not seeing that?

It opens the wrongful script but it does ping the gameobject that’s got it, so in my case where i have this giant FSM that lives on GO, the top dog which calls one state after another is the one getting pinged even though it’s the node that’s faulty.
because this FSM is so generic… picture 1000 words:

Not sure which code I’m looking at in this stack trace is which (also the left side is cut off). Which line is the “top dog” and which part is the “node”

top dog is FSMStateMachine and node is FSMState, well in fact it’s whatever that UltEvent is calling but I doubt that I can get console to ping that target.