Running C++ code upon an actor's destruction?

Although OnDestroyed is BlueprintAssignable and ReceiveDestroyed is a BlueprintImplementableEvent, I attempted to implement them in C++ in order to run some routines whenever an actor gets destroyed. However, whenever I implement them in C++, they never get called on my actor’s destruction. Is there another way to run C++ code upon an actor’s destruction?

Hello, Alonzo

I am sorry to hear about your problem.
You can do it like this:

OnDestroyed.AddDynamic(this, &AMyActor::WhenDestroyed);

Please note that you need to declare and define the appropriate function and it needs to be marked as UFUNCTION():

void WhenDestroyed();

Hope this helped!

Have a great day!

Thank you for your help!