# 'Detach Actor' Destroys Actor?

**URL:** <https://forums.unrealengine.com/t/detach-actor-destroys-actor/377122>\
**Category:** Blueprint\
**Tags:** casting, detach, attach-to-component, unreal-engine, Blueprint, question\
**Created:** [November 22, 2016, 4:39pm UTC](https://forums.unrealengine.com/t/detach-actor-destroys-actor/377122 "2016-11-22T16:39:37Z")\
**Posts on this page:** 6\
**Page:** 1

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**Author:** ![anonymous\_user\_a90268ad](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_a90268ad](https://forums.unrealengine.com/u/anonymous_user_a90268ad)\
**Post date:** [November 22, 2016, 4:39pm UTC](https://forums.unrealengine.com/t/detach-actor-destroys-actor/377122/1 "2016-11-22T16:39:37Z")

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I’m currently trying to attach an actor to a car as a component on overlap, and then detach them after a variable trigger (i.e. a delay). Currently, the Attach works fine, but after the specified delay that I am using in testing, the actor is deleted from the scene completely when the detach node fires. I would like to place the actor [being attached] next to the car wherever the car has driven to, and also am unsure how to achieve this as my actor is deleted before I can test my SetTransform code. Any help would be much appreciated!!

 ![115985-detachactor.png](https://d3kjluh73b9h9o.cloudfront.net/original/4X/e/a/7/ea77093daa43fed5b8e47c0b60b01d71b403ae06.png)

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**Author:** ![anonymous\_user\_b90d4050](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_b90d4050](https://forums.unrealengine.com/u/anonymous_user_b90d4050)\
**Post date:** [November 23, 2016, 3:55pm UTC](https://forums.unrealengine.com/t/detach-actor-destroys-actor/377122/2 "2016-11-23T15:55:37Z")

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Over in your world outliner does your actor count actually go down or is your detached actor just nowhere to be found?

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**Author:** ![anonymous\_user\_a90268ad](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_a90268ad](https://forums.unrealengine.com/u/anonymous_user_a90268ad)\
**Post date:** [November 23, 2016, 4:23pm UTC](https://forums.unrealengine.com/t/detach-actor-destroys-actor/377122/3 "2016-11-23T16:23:49Z")

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I have found a workaround; not sure why the problem is occurring but I managed to make it work by teleporting the actor to a location x:200 and y:200 away from the car’s GetActorLocation.

 ![116109-resolved.png](https://d3kjluh73b9h9o.cloudfront.net/original/4X/0/9/7/097f9221f76dea9a789734d27a185a93c96f309b.png)

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**Author:** ![anonymous\_user\_a90268ad](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_a90268ad](https://forums.unrealengine.com/u/anonymous_user_a90268ad)\
**Post date:** [November 23, 2016, 4:24pm UTC](https://forums.unrealengine.com/t/detach-actor-destroys-actor/377122/4 "2016-11-23T16:24:39Z")

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It deletes it completely, I’m curious as to why this might be a default for this node, if not I’ve messed up somewhere!

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**Author:** ![hellomodder](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@hellomodder](https://forums.unrealengine.com/u/hellomodder)\
**Post date:** [July 8, 2018, 10:17pm UTC](https://forums.unrealengine.com/t/detach-actor-destroys-actor/377122/5 "2018-07-08T22:17:17Z")

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It’s because it’s using the relative location still after you detach it.

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**Author:** ![Shmann](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Shmann](https://forums.unrealengine.com/u/Shmann)\
**Post date:** [July 15, 2018, 10:11pm UTC](https://forums.unrealengine.com/t/detach-actor-destroys-actor/377122/6 "2018-07-15T22:11:29Z")

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I have the problem only for the client and I use for detaching and attaching only world rules.  
Can you help me to fix the problem? If you need more specified information just ask.
