Destroy Actor used with for loop.

Hi, I am new to unreal. I am trying to create actors at specific position from the character blueprint and destroy them when the character moves and respawn new set of actors for the same class. Currently I am using ‘for loop’ to destroy the actors but the engine is getting overloaded because of too many actors been spawned. I am not sure if its the right way to do it, But this is the screen shot of my blueprint. Is there a way I can implement it smoothly?

How are you calling this macro? On tick? :slight_smile:

Yes, its on tick. I fixed it. I was been blind , I was clearing the mesh points in the macro, just had to change it to the function it was been called. Now am looking for ways to optimize it. Thank you for your response.

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