I’m currently working on a Tower Defence game and are in need of a way to properly destroy/kill the AI enemies. I’ve tried using the destroy actor when either they health is <=0, but that seems to give me tons of blueprint errors(“Is pending kill”). I’ve also tried to set the actor hidden in game and changing the collision object types when “killed”. Making the enemies hidden doesn’t seem very effective in the longrun, as it will just pile up and create a big mess.
Is there a good way to make the enemies die when they either reach their goal or get killed by a turret, etc? Is it possible to do it in the Behavior tree? I’m currently using the behavior tree to navigate the enemy to the end goal location.