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.