How can you destroy attached actors when parent is destroyed?

ah of course I knew something wouldn’t of worked with the original code adding the array index [i] should fix it too. As long as the Actors are attached correctly and the temp array isn’t actually empty like you think it is.

I’ve been doing some pathfinding code myself and find having a parent actor like you have then just have an arrary of USTRUCT data containing the fields for each waypoint you have, I think actor or even component for each waypoint is probably overkill for that sort of info. From my understanding USTRUCTs should also clear themselves from memory when the APatrolPath is destroyed as long as you empty the array storing them in the destroy function.