I'm getting an error in the destruction of my CCCallFunc action.
I have the call function running at various points in my scene, and then when I clear the scene of current gameplay I use director->getActionManager()->removeAllActions(), assuming this will destroy all running actions.
After this I manually delete all objects associated with the callfuncs (they are not running on autorelease). Shortly after I get an error in the destructor of CCCallFunc attempting to release 'm_pSelectorTarget', because obviously it no longer exists, and the callfunc was not removed until a later when the autoreleasepool was handling it.
How can I assure all actions are completely destroyed when I need them to? Can i manually empty the pool?