I’ve tried destroying the player by way of Kill Z (jumping off my level until I hit the Kill Z height) and manually calling Destroy Actor on overlap of another blueprint I made. Both seem to work, but neither trigger an Event Destroyed node in my character blueprint. I confirmed this by debugging and going through every event in my character blueprint; the Event Destroyed node is the only event that never lights up.
Edit: After running some tests, it turns out there isn’t much time to do anything off an Event Destroyed node. The only thing I found to run off it is a Print String node; the actor is destroyed before anything else can run. Could someone explain to me, then, what the use case is for Event Destroyed nodes?
Thanks for the help, guys. I finally solved this last night.
Turns out I was wrong. The Event Destroyed node can take more than a Print String before the actor is destroyed. I think the problem lies with the Delay, actually. Every time I use a Delay in the chain following Event Destroyed it seems to halt and not execute anything after that.
After conducting a few more tests and found that I could do a check for all actors of a class and send an interface message on Event Destroyed before the character is destroyed. With that breakthrough, I went on to successfully create a respawn system and a working checkpoint actor that requires no config. LDs can drop as many as they want in a level and they just work. I will write a tutorial on the wiki to share my knowledge with everyone soon!