Is it right to destroy through OnSystemFinished?

For Particle Component available On System Finished event (fires right after all particles animations are completed), where you can call DestroyActor (from BP or directly from C++) and you do not need timeout for destroy in properties.
Is it ok? Or is there some problems with that? Maybe it wrong from architecture view point?
I’ve tried through timers and events and it works correctly in any way.

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