is there a way to know when an actor is destroyed (or is this something one has to manually monitor) so that children actors associated with it can also be destroyed when they are no longer relevant / used (because their associated parent actor is dead), particularly in the case of pcg, and not directly and implicitly creating / logging the child actors in the parent
is there perhaps an event like the inverse of begin play
at this stage i let the “child” actors created by pcg (pcg actually attach these actors to the actor containing / housing the pcg component) test on begin play whether their parent (because pcg attach them) is valid, and have them destroy themselves if their parent is not valid
this is basically cleaning up pcg child actors no longer valid at begin play
it is perhaps not the entirely best approach
but so far it does the thing
will see if i can clean up with end play (when end play triggers)
it is not too difficult to determine who is a child and who is a parent
Event Destroyed is called when Destroy Actor is called.
I don’t think any of these two will work with PCG. I have marginal experience with PCG but I think your current approach is sound. If I discover something, I will let you know.