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AActor::ReceiveDestroyed

function Engine Blueprint Since 4.0
#include "GameFramework/Actor.h"
Access: public Specifiers: UFUNCTIONBlueprintImplementableEvent

Description

Blueprint event called when this actor has been explicitly destroyed via Destroy(). Use this to trigger effects or notifications that should occur at the moment of destruction.

Caveats & Gotchas

  • ReceiveDestroyed only fires for explicit Destroy() calls, not for actors removed by level unload or garbage collection. Use EndPlay for a more comprehensive cleanup hook.
  • The world is still valid when this fires, but many gameplay systems may reject calls made on a pending-kill actor. Avoid spawning actors or triggering game-state changes here; prefer EndPlay for safe cleanup.

Signature

UFUNCTION(BlueprintImplementableEvent, meta = (Keywords = "delete", DisplayName = "Destroyed"))
ENGINE_API void ReceiveDestroyed();

Return Type

void

Example

Spawn destruction effect in Blueprint C++
// Blueprint-only event — implement in Blueprint graph.
// In C++, bind to the OnDestroyed delegate instead:
AMyActor* Actor = ...;
Actor->OnDestroyed.AddDynamic(this, &UMyComponent::HandleActorDestroyed);

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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