#AActor::K2_DestroyActor()
I can highly recommend
/** Destroy the actor */
UFUNCTION(BlueprintCallable, Category="Destroy", meta=(FriendlyName = "DestroyActor"))
virtual void K2_DestroyActor();
that’s what I use
I have an in-game editor so reliably destroying stuff during frequent edits or during level changes is really important
It seems to work perfectly!
K2 stands for Kismet 2
Rama
PS: it took me a reaaallly long time to find this function so I can sympathize with needing this post