Sure man , there are a lot of ways to do this.
- probably you place these targets in the editor, so in your level blueprint (you can select and add reference to them) or in an actor blueprint (you can an array of actor reference type ) you can :
Use the “cast to” in case of failure to casting , the actor is not anymore. so if all the cast to , get fail , all the actor was destroyed.
If you dont want to destroy all these targets , but you only change theyr static meshes and animation and stuff…
You use the cast to , to read inside them , a variable that you have to set up when the target get “killed”, and restarted.
2)You can also use all actor of class , that return you a vector of a specific type of actor, so if this array return you with 0 of 10, this mean that the target was destroyed.
We can keep going but , try one of these.