# Get this entity's parent. Square brackets [] because it can fail # (the root has no parent), so we guard it with if: if (Parent := SomeEntity.GetParent[]): # ...we have a parent, do something with it # Get the direct children of this entity (one level down). Children := SomeEntity.GetEntities() # Get the rootmost entity of the whole experience. if (Root := SomeEntity.GetSimulationEntity[]): # Root is the simulation entity