Hi Mikeymore,
I haven’t tried it out yet but maybe the following could work for you.
You could set up a Trigger Box (This is invisible during Game Play), then use the GetOverlappingActors function to return an Array of all overlapping Actors. You then destroy any actors from that Array list before calling your Spawn Actors function.
Text: Click on the widget item, Get the Trigger box, GetOverlappingActors , Destroy Actors, spawn new actor.
Just be careful, if you have multiple Trigger Boxes you may need to do it in another way or use some kind of check to make sure you are using the correct Trigger Box.
Also, GetOverlappingActors has the “Class Filter” option that can be very helpful to prevent destroying other actors you weren’t expecting to. Alternatively, do a check before calling Destroy Actor that you have gotten an Actor you actually want to destroy and not something like a floor, light, wall, etc.