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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
}