Sir Gak, your method is great, but how can I specify which bullet I want deleted after it hits the player?
Stevie - thanks, but it didn't work because I don't know what "entity" is supposed to represent, and I've never used any of these commands before.
My example shows you the longhand ("safe") method, wherein you have to iterate through every bullet instance to find out which one the bullet mesh of the currently considered collision belongs to; Stevie's method cuts that step out by creating a direct link back from each bullet mesh to its owner instance. They are two different ways of getting an answer to the question "which exact instance does this mesh belong to?"