# How to make callback when deleting actor?

**URL:** <https://forums.unrealengine.com/t/how-to-make-callback-when-deleting-actor/464533>\
**Category:** World Creation\
**Tags:** Destroy, unreal-engine, Physics, CPP, question\
**Created:** [May 1, 2020, 6:40pm UTC](https://forums.unrealengine.com/t/how-to-make-callback-when-deleting-actor/464533 "2020-05-01T18:40:55Z")\
**Posts on this page:** 3\
**Page:** 1

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**Author:** ![Ledii](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Ledii](https://forums.unrealengine.com/u/Ledii)\
**Post date:** [May 1, 2020, 6:40pm UTC](https://forums.unrealengine.com/t/how-to-make-callback-when-deleting-actor/464533/1 "2020-05-01T18:40:55Z")

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Hi. I’m making a variant of a tile system. And whenever I delete a tile in the editor I would like to update the other tiles. So that they can make any adjustments they need to preview the setup.  
Keep in mind this is an Actor placed in a level, and NOT during play mode.

In order to do this, I have managed to do this through using a CallInEditor button.  
How ever, it would feel a bit better if I could just be able to select it and press my “delete” key.  
And then somehow have the same method run.

I have tried looking into the following methods:

- Class destructor
- EndPlay
- BeginDestroy
- FinishDestroy

From what i found, none of these seems to actually trigger any breakpoints inside of Visual Studio.  
Except from when I press “Recompile”, but this is not the correct callback that I want.

If you have any clue as to what I should read up on to get to the bottom of this it is greatly appriciated.  
Thanks.

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**Author:** ![Bino](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Bino](https://forums.unrealengine.com/u/Bino)\
**Post date:** [May 1, 2020, 7:11pm UTC](https://forums.unrealengine.com/t/how-to-make-callback-when-deleting-actor/464533/2 "2020-05-01T19:11:05Z")

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To me those callback are for runtime and wouldn’t be relying on them for editing.

I think you have the right approach but not 100% across other ways to do this.

> **[Scripting the Editor using Blueprints](https://docs.unrealengine.com/4.27/en-US/ProductionPipelines/ScriptingAndAutomation/Blueprints/)**
>
> Describes how to use Blueprints in the editor to automate content production tasks.

_Call in Editor  
When you create a custom event or a function in a Blueprint class, you can mark that event or function as callable in the editor. If you place an instance of that Blueprint class in a Level and select it, you can trigger your custom event or function in the Details panel. This approach is best to use anytime you need a Blueprint graph to work both at runtime and in the editor._

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**Author:** ![baikgyul](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@baikgyul](https://forums.unrealengine.com/u/baikgyul)\
**Post date:** [March 13, 2024, 6:23am UTC](https://forums.unrealengine.com/t/how-to-make-callback-when-deleting-actor/464533/3 "2024-03-13T06:23:38Z")

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Any solution for this?
