Hi,
I stumbled over the same problem and came to a solution.
It seems like the signature for the function you are calling in OnDestroyed() has changed.
It should now work like this:
OnDestroyed.AddDynamic(this, &AMyActor::MyDestroyed);
Where the function MyDestroyed should look like this:
UFUNCTION()
void MyDestroyed(AActor* Act);
As you can see, the MyDestroyed() function now recieves an Actor. However, I did not find out, which actor this is in particular. I guess it’s the destroyed one, but as this function is called in the actor being destroyed, it does not make much sense.
However, using this signature works for me.
HopeI could help someone.
Greetings
Chriz