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.