The logic is very, very simple. The 'nodes' are created, then instantly destroyed.
Run the project, and they are not destroyed.
Same thing happens with a 'for each node - destroy' event.
I think it has something to do with the blank sub-events, as when you make the actions actions of the parent event, the behavior is different.
This impacts my current game significantly, I found this after a project working in r99 failed in r100.