remove-entity.node overview
Table of contents
utils
RemoveEntityBlueprintNode (class)
Built-in blueprint node: removes an entity from the world - the blueprint analogue of calling
world.removeEntity(entity, dispose) directly. Has one input pin, "entity" (a data pin that
also acts as this node's trigger - feeding it a value runs the node, same as an Unreal event
node's payload pin doubling as its exec pulse) and no output pins. Whether the removal also
disposes the entity is controlled by the static dispose setting, not a pin - see
{@link RemoveEntityNodeSettings}.
Signature
export declare class RemoveEntityBlueprintNode<D, R, TypeDoc>
trigger (method)
Signature
public trigger(inputName: string, value?: unknown): void
inputs (property)
Signature
readonly inputs: readonly BlueprintPinDefinition[]
outputs (property)
Signature
readonly outputs: readonly BlueprintPinDefinition[]
RemoveEntityNodeSettings (interface)
Settings for the built-in "RemoveEntity" blueprint node - baked in from its
{@link BlueprintNodeJson.settings}, not wired at runtime.
Signature
export interface RemoveEntityNodeSettings {
/**
* Whether to dispose the entity (release its components/children) as well as remove it from
* the world, same as the `dispose` argument of `GgWorld.removeEntity`. Defaults to `false`.
*/
dispose?: boolean
}