Crusher
The crusher will destroy any item inserted into it immediately.

All it has is a belt, with a AutoExtractionNodeAction at the end, which is a default action included in the plugin, with the following code:
AutoExtractionNodeAction.h
// Copyright The untextured Dev 2025. All rights reserved.
#pragma once
#include "CoreMinimal.h"
#include "ConveyorNodeAction.h"
#include "AutoExtractionNodeAction.generated.h"
UCLASS()
class CONVEYORPLUGIN_API UAutoExtractionNodeAction : public UConveyorNodeAction
{
GENERATED_BODY()
UAutoExtractionNodeAction();
virtual void ProcessItem_Implementation(FConveyorItem& Item, const FConveyorNodeHandle& Node, bool& ShouldItemProceed) override;
};
AutoExtractionNodeAction.cpp
// Copyright The untextured Dev 2025. All rights reserved.
#include "Actions/AutoExtractionNodeAction.h"
#include "Engine/Texture2D.h"
UAutoExtractionNodeAction::UAutoExtractionNodeAction()
{
SetBehaviour(EConveyorActionBehavior::Process
| EConveyorActionBehavior::Async);
bIsStateless = true;
#if WITH_EDITORONLY_DATA
Icon = GetExtractionIcon();
#endif
}
void UAutoExtractionNodeAction::ProcessItem_Implementation(FConveyorItem& Item, const FConveyorNodeHandle& Node, bool& ShouldItemProceed)
{
Item.Invalidate();
ShouldItemProceed = false;
}
If you’re unfamiliar with C++, it sets the Process behavior on and overrides the ProcessItem function. All this function does is invalidate whatever item is passed.