Destroy Actor call to self in "Blank" Blueprint Actor will not destroy

I have a control blueprint that is used for sequence control of other blueprints.

When I called a destroy actor (via damage event) without a child of any kind on the scene root (or a different root than the default) the actor blueprint stays in the world. The blueprint is visible in the world outliner and still controlling the other blueprints.

If I add a single box or sphere (visible or not) the same call will properly remove the actor. It is no longer visible in the World outliner and no longer controls the other blueprints.

Either using explicit or implied “Self” has no affect

I don’t think that the scene root handles any sort of collision or overlap since it has no volume. To test this, you could try something as simple as Event Begin > Destroy Actor.

No worries. I once spent two hours doing all this math to fix an issue we were having and when I finished, my creative lead told me I could’ve just toggled a checkbox!

The overlap event was on another blueprint that caused damage. However, if I had RTFM I would have seen the damage was not having an effect because the root doesn’t block visibility. A sphere that isn’t “Visible” still causes visible collision events. The destroy actor properly happens it I attach to ontick or begin. Blushes User error…

thanks!