What's the proper way to reference and destroy gameplay cue notify actors?

My theory is still that ReuseAfterRecycle() should not set the actor to visible.

this is the OnRemove_Implementation:

bool AGameplayCueNotify_Actor::OnRemove_Implementation(AActor* MyTarget, const FGameplayCueParameters& Parameters)
{
	if (!IsHidden())
	{
		SetActorHiddenInGame(true);
	}

	return false;
}

Why would they set it to visible again? That’s exactly what remove means. This is also one specific execution path and those who don’t run don’t have problems.