Destroy Actor problem

Hi all,

I have instructions on screen. When I click a key, I have my game / timer start. I have a chain with calling my “start timer” custom event, and then immediately after doing a “destroy actor” to get rid of instruction background and text. In doing this, ue4 seems to also connect the destroy actor to my “start timer” custom event. How can I disconnect these so that once “start timer” begins, I can destroy my drawRect and drawText’s without messing up my timer.

If I get rid of the “destroy actor” the game / timer begins and runs as normal, but the drawRect and drawText is on the screen - I can’t see anything. I figure it has something to do with the target cell…?

Thanks,

You shouldn’t destroy the actor, you are still doing stuff with it. just make a variable to tell you if you should draw that stuff or not.

I think I just had a light bulb turn on - tell me if I am right or wrong here. The DrawText and DrawRect aren’t making something real, or digitally tangible in a space and time and stopping - but they are like a firehouse, constantly drawing the text and rect. All I did to solve my problem is create a branch that roughly said only drawText and DrawRect when a boolean value is false. Instead of having my “play” button erase the drawText and drawRect (my initial problem), I just have the play button set the a variable to true, which goes through a branch, and doesn’t let the drawText and drawRect show up…

Is that type of thinking correct? Thinking of it that way made me think of this solution which functions…am I on the right path?

Yeah it keeps on being redrawn