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Bug: BP: Pending Kill seems to be ignored with IsValid node

Specifically with 4.10.4 - I have an audio cue I use as a loop, and I stop and destroy the loop when appropriate. The safe way seems to be to use an IsValid node, off the True pin -> Stop -> Destroy. However when I quit the game I get errors saying the cue is pending kill and the destroy and/or stop nodes :

Error Cannot access 'AudioComponent_39'. It is pending kill. Property: 'timerLoopCue' from node DestroyComponent in graph 'Match3_TimerBarAndSoundGo' in blueprint Store_Mgr_BP

Product Version: UE 4.10
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asked Apr 05 '16 at 01:12 AM in Bug Reports

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avatar image Sean L ♦♦ STAFF Apr 05 '16 at 07:08 PM


Could you please provide a screenshot of your blueprint setup?

avatar image DanaFo Apr 06 '16 at 11:42 PM

Sure can, might be a little while. Thanks for responding!

avatar image DanaFo Apr 07 '16 at 03:31 AM

Here you go.
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avatar image Sean L ♦♦ STAFF Apr 07 '16 at 02:57 PM

I've run a simple setup on tick that does the same as what you're doing, and without the IsValid check, I get the pending kill error, but once I added the IsValid, I did not see the same error appear.

How are you calling that event/function that performs the IsValid check?

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I am marking this topic as resolved for tracking purposes, as we have not heard from you in a few days. If this issue persists, feel free to respond to this thread. For any new issues, please create a new Answerhub topic.

Have a great day

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answered Apr 11 '16 at 03:12 PM

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Sean L ♦♦ STAFF
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