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Setting Auto Destroy When Finished Not working

Hello, on my current project, I'm using "Destroy Actor" to well...destroy enemies, projectiles, dead players, etc.

Yet I keep getting that "PIE:Error: Error Cannot access ''. It is pending kill. Property: '' from node Branch in graph '' in blueprint " error. To counter this, some posts I read suggested setting the actors' auto destroy when finished variable to true so the engine could perform a clean destruction.

Unfortunately, that does not seem to be working. The actors are not being destroyed. I suspected the reason could be because something kept accessing the to-be-destroyed actor however, I also tried setting that variable on an empty actor, during its being play event, to no avail.

Is this a bug? Do I need to have additional considerations when using this method?

Thank you in advance.

PS: I checked the engine's source code to see if there was something particularly weird regarding this variable but I haven't noticed anything...

Product Version: UE 4.10
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asked Feb 17 '16 at 07:57 PM in Blueprint Scripting

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avatar image e-vinyl Mar 19 '16 at 11:43 AM

still having this problem

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Hi guy, I know it has been a lot of time as you asked but I had the same problem just right now and as a workaround solved it with a delay. (I am working in version 4.21.2)

Here is example in BP: alt text

If not you I hope it helps someone else.

destroydelay.png (82.4 kB)
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answered Apr 05 '19 at 10:20 AM

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