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Crash, when using set_script and emit_signal on AnimatedSprite #46120
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will make a PR for this in some time |
Still crashes on latest 4.0 alpha c41e4b1: Updated some class names in the repro script. Create an empty scene, make a plain Node2D and attach this script: extends Node2D
var q_AnimatedSprite : AnimatedSprite2D = AnimatedSprite2D.new()
func _ready() -> void:
add_child(q_AnimatedSprite)
func _process(_delta : float) -> void:
if randi() % 2 == 0:
print("Executing AnimatedSprite::set_script")
var p_object_0 = RefCounted.new()
q_AnimatedSprite.set_script(p_object_0)
if randi() % 2 == 0:
print("Executing AnimatedSprite::emit_signal")
q_AnimatedSprite.emit_signal("") |
crash log:
|
Still reproducible as of 4.0 RC 1. Simplified MRP: extends Node
func _ready() -> void:
var node = Node.new()
node.set_script(RefCounted.new())
node.emit_signal("") |
Still reproducible as of 4.1 beta 3. #46125 should fix it in 4.2. |
YuriSizov
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to YuriSizov/godot
that referenced
this issue
Jul 10, 2023
Fixes godotengine#46120. (cherry picked from commit 9c6c2f0)
akien-mga
pushed a commit
to akien-mga/godot
that referenced
this issue
Oct 30, 2023
Fixes godotengine#46120. (cherry picked from commit 9c6c2f0)
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Godot version:
Godot 3.2.4 rc 2
OS/device including version:
Ubuntu 20.04
Issue description:
When executing
Godot crashes and shows this backtrace
The text was updated successfully, but these errors were encountered: