I think it's just easier and requires less coding to use the recursive getchild :o) Your way would work, but freeing an entity. You'd need to search through the type collection and remove any meshes/entities that are parented also.
I think for simplicity and ease of use, the getchild is the best way to go. But, it's always good to throw about other ideas :o)
I think for simplicity and ease of use, the getchild is the best way to go. But, it's always good to throw about other ideas :o)