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

Hello,

Could you please provide a screenshot of your blueprint setup?

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

Here you go.

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?

Hello,

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