Description
Requests that the actor be destroyed. Triggers the destruction sequence: EndPlay → UnregisterComponents → GC. In networked games, only the server should call Destroy(); the destruction is replicated to clients automatically.
Signature
bool Destroy(bool bNetForce = false, bool bShouldModifyLevel = true) Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| bNetForce | bool | If true, forces destruction even in networked contexts. | false |
| bShouldModifyLevel | bool | If true, the level will be marked dirty after the actor is removed. | true |
Return Type
bool Caveats & Gotchas
- • Destroy() in network games should only be called on the server (check `HasAuthority()`).
- • The actor is not immediately removed from the world. It becomes "pending kill" and is removed at the end of the frame.
- • After calling Destroy(), `IsValid(Actor)` returns false.
Example
Destroying an actor safely C++
if (IsValid(MyActor))
{
if (HasAuthority()) // Server only in multiplayer
{
MyActor->Destroy();
}
} See Also
Tags
Version History
Introduced in: 1.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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