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Faulty InputMap action doesn't exist error message. #132
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i believe this is just a consequence of #70 so should be fixed when that is |
Just to confirm my theory, i made a script @tool extends Node2D
func _process(delta):
if Input.is_action_just_pressed("asd"):
pass and added an action "asd" to the input map. It has the same behavior. So the issue is probably just that the code is running in the editor. |
I experienced the issue as well. The code is running in the editor for whatever reason. You can work around it by doing:
|
There's also the usual workaround of doing |
That reason is called GDExtension 😉 |
I hit the same issue and found a solution: InputMap.load_from_project_settings() full credit to https://www.reddit.com/r/godot/comments/194l8dc/comment/khgv4hw/ |
When adding
to
process
orphysics_process
inGodotExt
trait. Godot would report this "my_own_action" does not exist. This is not truebecause
This behaviour can be replicated on the example game.
player.rs
->fn process
, addat the end of action checking
3. Build rust extension
4. Go to Godot and save project
5. The next time you open the project, the output section would keep printing the same red error messages over and over again
saying there is no such action when the game is not even running yet.
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