---
generated_by: gdlink-build
generated_at: 2026-06-23T12:34:28Z
do_not_edit: true
title: Parent
brick_type: executor
tier: Basic
generated: true
---
# Parent
**Category:** Executor
**Tier:** Basic
## Purpose
Manages real-time scene tree manipulation.
## Visual Reference
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```
## Runtime Behavior
**Inputs**
- **Activate** (Boolean): Triggers the specified structural change.
**Properties**
- **Action** (Enum, "Set Child"):
- **Set Child**: Makes the target object a child of the current node.
- **Remove Child**: Orphans the target object from its current parent.
- **Clear Children**: Removes and cleans up all children from the current node.
- **Instantiate**: Spawns a new scene as a child.
- **Target Node** (NodePath): The object to be reparented or managed.
- **Keep Transform** (Boolean, true): If true, uses native `reparent()` logic to maintain the object's visual position.
- **Destruction Mode** (Enum, "Deferred"):
- **Deferred**: Uses `queue_free()` for safe deletion.
- **Immediate**: Uses native cleanup for performance-critical pools.
**P3 Enhancements & Safety**
- **Safe Reparenting**: Automatically handles `Top Level` flags and transform preservation to prevent "teleporting" children.
- **Instantiation Metadata**: Automatically attaches a unique UID to new instances, allowing `Interaction Listeners` to track them immediately.
- **Ladybug Debug**: Logs the successful reparenting or destruction event: `[Hierarchy] Set Child | Target: Sword_01 -> Player_Hand`.
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```
## Properties
| Property | Type | Default | Notes |
|---|---|---|---|
| Mode | option | Set Parent | Set Parent: Reparent to target node. Remove Parent: Move to scene root |
| Target | string | | Name or path of the new parent node (for Set Parent mode) |
| Keep Transform | bool | True | Preserve world position/rotation after reparenting |