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.