Guards can pick-axe the objective_device and the DestroyedEvent seems to only accept agents and doesn’t seem to fire when guards destroy it.
Btw, I have the objective_device’s DestroyedEvent tied into the Activate function of the end_game_device logic without using any verse code. I noticed that the game didn’t end when the guards killed it.
How can I detect if the objective_device is destroyed? I don’t mind using verse code. I was thinking is it as easy as creating an editable reference and doing an if check on it somehow?
No crashes, it seems to give the same transform translation as it did before the guards destroyed it.
I have a weird workaround where I attach a prop, using the Parent Actor to Attach To, to the objective device. When the objective device is gone the child is destroyed too. Then I poll the prop using not IsValid and when it is true, then I can tell the objective device was destroyed.