Check if enemy is dead. Urgent

Hi I need some urgent help. I need my level blueprint to check whether an enemy is dead. I have a blueprint called hivetest(this is the enemy), ive set it up so that right before the hive is destroyed it sets a variable(hiveisdead) to true.
In the level blueprint i need it to check whether the hiveisdead is true or false and if its true change the level objective.
I have set it up but im not sure what it is that im missing if someone could just point me in the right direction as to what it is i need to fix I would greatly appreciate it.
This is the hivetest blueprint.

This is the part of the level blueprint where I want to check whether the hiveisdead variable is true or false.

If there is any other blueprint you need me to post in order to understand where the issue is just let me know.
Thank you for any help.

The first screenshot is form the actor HiveTest ??? if so you are destroying it when it dies, so it wont check the variable because it doesnt exist, maybe that is the problem

I already thought about that, I used to have the set hiveisdead variable right after the destroyactor, so i thought if i put it before the destroy actor it would work. But now that I think about it it still might be the problem. Any ideas I how i could do this a diffrent way?
Thanks for the reply.

The issue is that HiveIsDead is contained in the hive itself. If you destroy the hive, you are removing the variable, and the level can’t reference it. You can do one of two things:

  1. Leave the hive in the game (don’t destroy it) and set the visibility to hidden. This can be less memory efficient if you intend to garbage collect the asset.
  2. Store the ‘hive is dead’ variable within your GameMode (single player) or GameState (replicated) class. Then you call your game mode and reference the variable from it.

Do not destroy it, it depends on your intended gameplay, but maybe you can add a delay with enough time to check for the variable or maybe you can destroy the mesh so its not visible anymore but the actor still exist, then destroy it with a delay with higher time, but first of all you should try if it works without destroying the actor to see if that is the problem

You can destroy the mesh component wich is the visual representation of the actor, the actor will exist but the hive will dissapear in game

Ok so i tried doing it without destroying the hivetest and it didnt work so i figured i was just doing it completely wrong. I did a bit more research and actually found a thread which solved my problem. Now the only problem i have is that Im not sure how to make the hivetest dissapear cos it seems like destroying it is not an option. Any ideas?

Oh i found it i just set the visibility to none. Thanks man you pointed me in the right direction by telling that the problem lied with the actor being destroyed. Cheers