Hello!
I think I’ve found a bug: I wanted to check if an actor is destroyed or not in blueprint, but when the actor reaches this state, the editor throws an error, that it couldn’t execute this check, because the asked actor is destroyed. To me, this is a bug, because you can work around it by asking if it’s destroyed. Even if there is a way to work around it, the “Is Actor Beeing Destroyed”-node is quite useless, because if it would return true, it can’t be executed.
Will this bug be fixed in the next release?