Is there a memory issue with Decals?

Got an Update on this…
Dug into it, it has the setting: bAutoDestroyWhenFinished = true;
in the constructor… I don’t have it setup to debug into the engine source, but it
looks like it should be getting destructed as it Inherits from Actor.

To test it further I added a simple liferemaining and Tick() call

		fLifeRemaining = DefaultDecal.LifeSpan + 2.0f;
	}
}

void AEwClientImpactEffect::Tick(float DeltaSeconds)
{
	Super::Tick(DeltaSeconds);

	const float TimeAlive = GetWorld()->GetTimeSeconds() - CreationTime;
	const float TimeRemaining = FMath::Max(0.0f, fLifeRemaining - TimeAlive);
	if (TimeRemaining <= 0.0f)
	{
		Destroy();
	}
}

It Never enters the ::Tick() call in debug Simulate and I do mean Never.