We clear delays on destruction of the actor, so that you don't get crashes later on. Destroyed happens on the end of the frame, so within the current execution chain, you can still clean up, etc.
When a delay node is placed after a Destroy node in a blueprint string, nothing after the delay node will trigger. Removing the delay will trigger following nodes.
1. Open UE4 Editor (any project)
2. Create a blueprint based on actor
3. In the event graph, add a key press event, 2 Print String nodes, a delay node, and a Destroy Actor node
4. Wire the nodes in the following order:
Event->Print String->Destroy Actor-> Delay->Print String
5. In Defaults, set Auto Receive Input to Player 0.
6. PIE and press the key for key event
Result:
Only first print string will show
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Head over to the existing Questions & Answers thread and let us know what's up.
0 |
Component | UE - Gameplay - Blueprint |
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Affects Versions | 4.6.1, 4.7 |
Created | Feb 20, 2015 |
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Resolved | Feb 21, 2015 |
Updated | Jul 14, 2021 |