That’s great. If you want you could share the solution as the accepted answer… Or simply accept your last reply to close the thread.
I might have a problem. I unmarked the solution because, while testing things few minutes ago, I discovered that the code in Actionable 2 that causes itself to de-spawn is also being triggered by interacting with Actioanble1 and Actioanble3’s test location.
Nevermind, fixed that.
Here’s the code I used. I’ll mark this as the solution.
func action() -> void:
var balloon = DialogueManager.show_example_dialogue_balloon(load("res://Dialog/pillar_of_fire.dialogue"),dialogue_start)
await balloon.tree_exited
var new_obj:= preload("res://scenes/actionable_3.tscn").instantiate()
new_obj.global_position = global_position
get_parent().add_child(new_obj)
queue_free()