Ok so I have a ProjectileEnemy that spawns EnemyProjectiles on a delay. I want to make it so that whenever I destroy the ProjectileEnemy, all the EnemyProjectiles are destroyed as well. I have tried both “Get All Actors of Class” and promoting the spawned projectile to a variable. (that’s what it says to do in the docs, but it only destroys the most recently shot one.) I have it set so that the level only advances when all actors with the tag “enemy” are gone, but I have to have the EnemyProjectiles with that tag for other reasons. And I want the projectiles to go away when the spawner is killed anyway.
Let’s say this is your shooter:
As it spawns projectiles (here, 4 times per second - no need to flood-muddle things with Delays), we add them to an array. When this shooter gets Destroyed, we loop through the array and also Destroy the projectiles inside.
There’s no need for get all actors / tags shenanigans. At least not for this.
so in place of event destroyed, would i connect that to just before my destroy actor node?
Okay thank you, but how did you do “all projectiles spawned by this shooter”? I can’t find anything that puts out an array like that.
Thank you so much!




