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

Hello,

Unfortunately I am not able to reproduce the issue on the current UE version I am using.
I would personally expose both Recycle & ReuseAfterRecycle in blueprints

Here is how it could be done in C++ GKGameplayCueNotify_ActorExample · GitHub

I implement my GC setup OnActive and simply hide the Actor on recycle and show it again after recycle