editor_remove_node
Remove a node from the currently open scene.
This record as markdown: /tools/yanhuifair-godot-mcp/editor-remove-node.md
What editor_remove_node does on Godot
AI agents call editor_remove_node to permanently remove resources in Godot, typically in cleanup and lifecycle workflows. It does its job in a single call, and there is no undo.
| Parameter | Type | Required | Description |
|---|---|---|---|
path | string | Yes | Node path to remove |
Parameters from the server's own tool schema.
Why editor_remove_node is rated Critical
Removing a node from a Godot scene is a destructive operation that permanently modifies the scene structure. While Godot's editor typically maintains undo history, the tool itself performs an irreversible deletion of scene data.
From the tool's definition Tool name and description: 'Remove a node from the currently open scene' — this irreversibly deletes scene hierarchy data that cannot be trivially recovered without undo/redo history.
Risk signalsAccepts file system path (path)
Attacks that exploit this kind of access
The rule that runs editor_remove_node safely
PolicyLayer is an MCP gateway: it sits between your AI agents and Godot, and checks every tool call against a rule you set before the call runs. Nothing changes on the server itself. For editor_remove_node, this is the rule to start with:
editor_remove_node is removed from the agent's tool list entirely, so the agent never calls it. The rest of the server keeps working.
The button opens the PolicyLayer dashboard: create your workspace, connect Godot, apply this rule, and every editor_remove_node call is checked against it from then on.
Questions about editor_remove_node
Remove a node from the currently open scene. It is categorised as a Destructive tool in the Godot MCP Server, which means it can permanently delete or destroy data. Block by default and require explicit approval.
editor_remove_node accepts 1 parameter: path. Required: path. The full parameter table on this page comes from the server's own tool schema.
Register the Godot MCP server in PolicyLayer and add a rule for editor_remove_node: allow, deny, rate-limit, or require approval. Point your MCP client at the PolicyLayer proxy URL and the rule is enforced on every call, before it reaches Godot. Nothing to install.
editor_remove_node is a Destructive tool with critical risk. Critical-risk tools should be blocked by default and only enabled with explicit human approval.
Yes. Add a rate_limit block to the editor_remove_node rule in your PolicyLayer policy. For example, setting max: 10 and window: 60 limits the tool to 10 calls per minute. Rate limits are tracked per agent session and reset automatically.
Set action: deny in the PolicyLayer policy for editor_remove_node. The AI agent will receive a policy violation error and cannot call the tool. You can also include a reason field to explain why the tool is blocked.
editor_remove_node is provided by the Godot MCP server (@yanhuifair/godot-mcp). PolicyLayer sits as a proxy in front of this server to enforce policies before tool calls reach the server.
More on Godot, and thousands of servers like it.
Across the catalogue