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ATY Scripts/Docs/Map Editor/World eraser

World eraser

World eraser

Some of what is in your way was put there by Rockstar. The eraser removes default GTA V world props — a bench where your door should be, a fence across your new driveway, the bin in the middle of your shop floor.

Using it

  1. Switch to Eraser mode in the toolbar
  2. Point at a world prop — it highlights in orange
  3. Click

It is gone, for every player, permanently, and it stays gone across restarts.

How it stays gone

Erasing does two things: it removes the object that is there now, and it suppresses the model at that spot so the game does not create it again.

The suppression is the part that matters. A world prop belongs to the map data, so deleting the object alone only lasts until the area next streams in — a reboot, walking away and coming back, an interior reloading. Suppression stops the creation instead of chasing it, so the erase survives all of those.

The list of erased props is stored server-side and pushed to every player, including ones who join later, and re-applied the moment that list arrives rather than a few seconds afterwards.

Suppressions are kept for erased props within `Config.WorldPropDeletion.HideRadius` (default 500 m) of you, and released again as you move away. The game holds these in a fixed-size pool, so a map with hundreds of erased props cannot suppress all of them at once — the bubble keeps the active set bounded while staying far wider than anything you can see.

The deleted list

The Deleted world props tab lists everything the eraser has removed. Each entry can be restored individually — the prop comes back, for everyone.

Use it when you erase the wrong thing, or when a build changes and the prop you removed should return.

Clearing everything

/clearworldprops

Restores every world prop that has ever been erased, on the whole server.

There is no undo for this command. It is not scoped to an area, a layer or a session — it empties the entire list. If you only meant to restore one prop, use the deleted list instead.

Configuration

Config.WorldPropDeletion = {
    Enabled        = true,
    CheckInterval  = 3000,   -- ms between sweeps
    CheckRadius    = 100.0,  -- metres around the player to monitor
    PropFindRadius = 0.5,    -- search radius when locating a prop at its stored position
    HideRadius     = 500.0,  -- metres within which erased props stay suppressed
    ZoneSize       = 30.0,   -- spatial partition cell size
    HighlightColor = { r = 255, g = 120, b = 20, a = 255 },
}

HideRadius is the one to raise if you have erased props over a wide area and want them suppressed further out; lower it if a very large erase list is causing problems.

CheckInterval and CheckRadius drive the sweep that removes any instance the game managed to spawn anyway. With suppression in place the sweep rarely has anything to do, so the defaults are fine.

Enabled = false turns the feature off entirely — erased props come back.

Limits

Map geometry cannot be erased. The eraser removes props that are placed in the world. A building, a road, a wall or a kerb that is part of the map model itself is not a prop and cannot be removed this way — that needs a YMAP edit in CodeWalker.

Objects baked into an MLO cannot be erased. If a prop is part of an interior's own model rather than placed in the world beside it, nothing client-side can suppress it. It has to come out of the MLO. If a prop resists erasing and it is inside a custom interior, this is almost always why — take it to whoever built the MLO.

Erasures are not part of your map export. They are a server-side suppression list, not map data, so moving your map to another server means erasing them again there.

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