Event Draw ceases to fire after unpossessing and possessing a pawn

I have a blueprint that, for the sake of simplicity, after pressing a button will spawn a pawn, unpossess the current player, and possesses the new pawn. However, after this occurs, the Event Receive Draw HUD ceases to fire. It works perfectly fine before this event, but does not fire at all after this. Is this a bug, or is there some other reason why this would cease to fire? I have debugged it and the Hud is still the HUD class in the gamemode. Basically, I just want any reason that this event would not fire if it was still the hud class in the gamemode.

Wow, yea I’m pretty stupid. I was trying to destroy the actor I had unpossessed after possessing a different actor. Annnd I had forgotten to define which actor to destroy, so it was destroying the hud where the function was taking place. Yep…That was it…