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.| Node | What it handles |
|---|---|
Spawn Visual Actor | Spawns an actor and auto-registers it |
Register Visual Actor | Registers an actor you already spawned |
Register Visual Effect | Registers a Niagara component |
Register MPC for Reset | Marks an MPC to be reset to defaults |
EndPlay when the visual closes — no extra work needed.
