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

void AGameplayCueNotify_Actor::ReuseAfterRecycle() contains this:

void AGameplayCueNotify_Actor::ReuseAfterRecycle()
{
	SetActorHiddenInGame(false);
}

It passes false so it doesn’t even hide the actor.

void AActor::SetActorHiddenInGame( bool bNewHidden )
{
	if (IsHidden() != bNewHidden)
	{
		SetHidden(bNewHidden);
		MarkComponentsRenderStateDirty();
	}
}

It’s set up to do nothing.

Seems like overwriting void ReuseAfterRecycle() and passing true will result in intended behaviour.

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