Executing Code After Actor Destroyed

Are you able to achieve the execution of code from an actor once that actor has been destroyed?

For example, lets say you want to re-spawn a destroyed actor, but keep both re-spawn and destroy code inside that actor. Once the actor is destroyed, you cannot execute the re-spawn code anymore.

Whats the best way to achieve this? My though thought is, if you destroy the actor, set a variable from a different blueprint and then if that condition is met, you execute the re-spawn code.

If you’re sure you want to re-use an actor, simply don’t destroy it, as destroying and spawning are relatively expensive tasks. Instead, turn of its collision, rendering and ticking, and turn them back on when you want to respawn.