The problem
Actors spawned at runtime via the standard Spawn Actor from Class node are not tied to the visual’s pak or map — they live in the persistent world and survive visual switches. The same applies to:- Looping Niagara effects spawned via
Spawn System at Location - Material Parameter Collection values changed by your visual’s Blueprint
The solution
Use the SDK’s registration nodes so the launcher knows what to clean up.
All registered items are destroyed/reset automatically in
EndPlay when the visual closes — no extra work needed.
