A way I found to tackle this, is to add a “Destroy actor” node in the On Remove function overload. Then it will handle as you want it to.
Just be carefull on how to handle it in case the actor is dead already or you might have crashes
A way I found to tackle this, is to add a “Destroy actor” node in the On Remove function overload. Then it will handle as you want it to.
Just be carefull on how to handle it in case the actor is dead already or you might have crashes