I will try explain more clearly what i want to do, and what i have done.
I have made an actor blueprint with a destructible mesh cube inside it, and in that blueprint i also i made it to re spawn 10 seconds after it have been destructed.
Then i have 2 streamed levels (wich i not have used any trigger boxes inside, only the default settings with distance instead of trigger boxes).
And then i have the persisted level with only some light, fog and stuff.
Now i dragged and dropped my actor blueprint on different spots on 1 of the streamed levels, so i can attack the cubes.
When i start playing around and walk in and out from the level streaming limit, it works nice and the cubes disappears and all the rest of the unloaded level :).
But the problem starts when i have attacked a cube and it have re spawned, and i once again walk outside the distance limit and let the level unload, everything unloads but not the cube that was re spawned.
How fix this? and hopefully without trigger box?
I tried many things and i am also new to unreal so i would be very happy for answer on this :).
For example can some one tell me how do i destroy the cube from a level blueprint? i tried “cast to” but get confused how to use it.