But I’d advise to never rely on method name checks (aka magic strings). It’s an anti-pattern, i.e. design that can lead to issues down the road. It’s better to make sure all weapons inherit from a base class that has “set_inactive” method (or “deactivate”) and then specific weapons override that method to just do nothing if they don’t support deactivation.
Hey , thanks
Well the weapon is MeshInstance3D and inheriting from MeshInstance3D That in the end its Node3d … none of them have those methods i also don’t see in the references
that this method exist
Impossible to answer without knowing what you’re trying to do, exactly. Why is it important to know if set_inactive exists? What’s this method supposed to do? Like what is actually happening in the app, and where does this code even live that checks for a method on each weapon?
Context is needed to provide any answers specific to your situation.