Destroy Component action throws an error and stops game when the component that should be destroyed in not there.
LogError("No such component: " + component.Value);
This is not a bug, just how the action is written.
But why is it written like this?
Wouldn't it be better if it just continued without a problem when there is nothing to destroy?
That is what I was expecting.
Of course there is a solution: you can use Has Component action to make sure the component is there and only then destroy if it is found, but this way you need 2 actions to achieve the same thing.
Am I right, or what am I missing here?
Br,
szomaza