Copy node of Destroy Component, one works, one doesnt at all

If you drag off an Exec pin in a Blueprintable Component there is a Destroy Component Node, this one takes in a Target(Component, which is defaulted to self), this one does not work, what so ever.

If you drag off a Actor that contains an Component, and use the Destroy Component Node from it’s selection, then that one has a Target(Component) and a Object(Actor), this one works.

Is the previous node deprecated? or just not working? Not sure why there would be two different nodes with the same name, but different inputs based on what you drag off of, and one working and the other not.

Thanks for viewing! Hope this gets fixed.

Hi Diddykonga,

Unfortunately I haven’t been able to reproduce this on my end. Can you show me your setup? Here is what I’ve done:

  1. Create new blueprint component
  2. Off of Initialize event>Print string (text set to 1)
  3. Create Uninitialize event> Print string (text set to 2)
  4. Compile, save, close, open mycharacter blueprint
  5. Add new blueprint component to character
  6. Create keybound event (I used tab)
  7. Get reference to self>new blueprint component
  8. Drag off of new blueprint component reference> Destroy Component
  9. PIE, press tab
  10. Eject, select player pawn in viewport, look at details pane to ensure component was deleted.

I also tested by right clicking and directly creating a “Destroy component (new blueprint component)”. In both cases, the component was destroyed. Is there anything different between what I am doing and what you are?

When you try the directly right clicking and creating the Destroy Component, was it inside of the Component Blueprint itself? or the Actor that was housing the Component? Mine was inside the Component Blueprint itself, maybe that could produce the issue. Thanks!

Hi Diddykonga,

I was able to reproduce this and have entered a bug report, UE-12080, to be assessed by the development staff.

Thank you!