Well im a c++ coder rather than a blueprint maker, so im not sure what the issue will be with your blue print -
in code I would look at the part of character that handles ‘destruction’ - that is what occurs when that class is no longer in use, in there Id be sure to add code that will remove the memory allocation for the spawned actor on characters destruction. Ill have to hand the blueprint specifics of that to the comunity tho you may want to look at making your spawned actor a ‘sub component’ of your character as subcomponents should be destroyed gracefully.