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Crash on startup with gdnavigation
module disabled
#36091
Comments
Seems fixed in 30d469a |
I get this output when trying to run Godot compiled with
|
Some code snippets: void initialize_navigation_server() {
ERR_FAIL_COND(navigation_server != nullptr);
navigation_server = NavigationServer3DManager::new_default_server();
navigation_2d_server = memnew(NavigationServer2D);
} NavigationServer3DCallback NavigationServer3DManager::create_callback = nullptr;
NavigationServer3D *NavigationServer3DManager::new_default_server() {
ERR_FAIL_COND_V(create_callback == nullptr, nullptr);
return create_callback();
} The |
I went through and put some |
What is the flag for disabled / enabled navigation in c++ source code e.g. similar to The crashes are because there are a few regular nodes that try to query navigation related stuff or create navigation related RIDs. In this examples it is crashing cause the world resources want to create the default navigation map and fails. In other examples it crashes because GridMap or TileMap want to create navigation regions ... and so on. |
#include "modules/modules_enabled.gen.h"
...
#ifndef MODULE_NAVIGATION_ENABLED
...
#endif |
Since navigation by now is spread over half the engine what is expected from this flag? Disable the entire navigation related code including navigation nodes, servers, resources, debug and editor plugins? |
@smix8 I'd lean towards disabling more things, up to a point where maintainability becomes difficult. |
Godot version:
v4.0.dev.custom_build 78074fe
Related to #34776.
OS/device including version:
Windows 10
Issue description:
Starting the editor without
gdnavigation
module compiled leads to a crash:Steps to reproduce:
or similar configuration.
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