What might be the reason as to my door component is not getting destroyed after casting to the blueprint where my door component actually is?

I am still relatively new to programming and still getting a hang object-oriented programming. So I am getting confused with this stuff again and again.

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Only the owning actor can destroy its own component. Have a Custom Event inside the BP Zone, have it destroy the component and call that instead.


I am still relatively new to programming and still getting a hang object-oriented programming.

It’s a UE thing, rather than a programming thing.

Admittedly, protected / private members are a programming thing but they are weird / inconsistent in BPs.

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ohh i did not know that! Thank you!

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