I had an issue similar to this. In my case the enemy AI is a character and the weapon of the AI is made in a different Actor blueprint(Weapon_Base). So I spawn these weapons to a socket on the enemy AI.
Now here is the destroying part:
- I destroy the enemy AI blueprint (with destroy self)
- I promote the output of the spawned actor from class to a variable, and set this
- Destroy the spawned actor by plugging it in another destroy node!
Now each time I kill the enemy AI, his weapon also gets destroyed.
Hope this helps you.