I am trying to destroy child components of an actor blueprint, which are of a certain height and when DestroyComponent is called, they remain on the screen. I know the function is called after debugging so it is supposed to work. The actors are made of 3 or 4 child Spheres, who have box colliders. This is my script:
I have tried casting to StaticMeshComponent before calling DestroyComponent but it did not work, and I have tried with checking “Include All Descendants” while enumerating the child components and it did not work either.