Godot Version
v4.3 Stable
Hi, if anyone could help me that would be really cool. I’m just really confused why this node seems to create space when it’s queue_free()’d from an attack but if I manually do it or hide it in the editor no extra space is created. I’m rather new to using control nodes and it doesn’t seem to make a lot of sense

func enemy_take_turn():
var battle_target: CharacterBase = PartyGlobal.party.pick_random()
var active_member = turn_queue[current_turn_index]
var damage = randi_range(1,10) + active_member.current_agility
print("==== Starting Attack ====")
battle_target.take_damage(active_member.base_damage_type, damage, true)
print(
battle_target.character_name,
" took ",
damage,
" ",
active_member.base_damage_type,
" Damage from ",
active_member.character_name
)
if battle_target.current_hp <= 0:
print(battle_target.character_name, " has died")
if battle_target is CharacterBase:
for child in player_data_container.get_children():
if child.character_template == battle_target:
await get_tree().process_frame
child.queue_free()
break
else:
print("Yeah, Idk Either Chief")
return
turn_queue.erase(battle_target)
print(battle_target.character_name, " Current HP:", battle_target.current_hp)
active_member.take_attack()
end_turn()
func _on_button_pressed() -> void:
player_data_container.get_child(3).queue_free()
print(player_data_container.get_child_count())
end_turn()

