How can you destroy attached actors when parent is destroyed?

I think components might be an option though just looking over your current code I think the initial problem is you’re trying to call destroy on the TArray multiple times instead of the contents of the array below I think is more accurate? Also should it be an “AActor” class not just “Actor” though i’d guess that should error if you typed it wrong?

I’m a bit of a newbie so i might just not understand a feature of C++\unreal if what you had should have worked…

void APatrolPath::BeginDestroy()
 {
     TArray<Actor*> temp;
     GetAttachedActors(temp);
 
     // auto iterate though all the actors you already have in the TArray
     for (Actor* CActor : temp)
     {
         CActor->Destroy();
     }
 
     Super::BeginDestroy();
 }