I created a custom KActorSpawnable and use an Actor Factory in Kismet to create them. I want a fixed maximum amount of them in the level and create new ones when others are destroyed, so I created this Kismet setup:
To keep track of the currently existing actors I use an objectlist. The problem is that the destroyed event is never called when the kactors destroy after their ticks.
My Actor code is this:
Is that a bug or am I missing something completly obvious?
class Leukocyte extends KActorSpawnable
var float LifeTime;
function Tick(float DeltaTime)
Begin Object Name=StaticMeshComponent0
Begin Object Class=ParticleSystemComponent Name=ParticleSystemComponent1
Unchecking "Player Only" solved everything