You’re absolutely right. When I mentioned “disabling” a Magnet Region, what I really meant was ensuring its condition evaluates to false once you enter a defeat/end state. Sorry for the confusion there.
Just to make sure I’m understanding your use case correctly:
am I right in thinking that you’re looking for something beyond parameter gating? For example, a way for a region or state to inherently suppress or override all Magnet Regions, without needing to explicitly manage that via parameters?
We currently don’t have a dedicated tutorial video specifically explaining Magnet Regions. However, here are a few related discussions you might find useful: