I’ve got a BP that spawns an actor. It saves the reference to the spawned Actor in a variable and uses an IsValid check on it during update. Only the IsValid always returns true, because even though the actor tries to destroy itself the reference counting (because we have a reference in our BP) keeps the thing valid.
So, how do I in blueprint store a reference to an actor such that I can do something with it ONLY if it is still valid? But without stopping it from destroying itself?