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> godot.windows.tools.64.exe!VisualScriptNodeInstanceFunction::step(const Variant * * p_inputs, Variant * * p_outputs, VisualScriptNodeInstance::StartMode p_start_mode, Variant * p_working_mem, Variant::CallError & r_error, String & r_error_str) Line 279 C++
godot.windows.tools.64.exe!VisualScriptInstance::_call_internal(const StringName & p_method, void * p_stack, int p_stack_size, VisualScriptNodeInstance * p_node, int p_flow_stack_pos, int p_pass, bool p_resuming_yield, Variant::CallError & r_error) Line 1543 C++
godot.windows.tools.64.exe!VisualScriptInstance::call(const StringName & p_method, const Variant * * p_args, int p_argcount, Variant::CallError & r_error) Line 1889 C++
godot.windows.tools.64.exe!Object::call(const StringName & p_method, const Variant * * p_args, int p_argcount, Variant::CallError & r_error) Line 899 C++
godot.windows.tools.64.exe!VisualScriptNodeInstanceFunctionCall::step(const Variant * * p_inputs, Variant * * p_outputs, VisualScriptNodeInstance::StartMode p_start_mode, Variant * p_working_mem, Variant::CallError & r_error, String & r_error_str) Line 770 C++
godot.windows.tools.64.exe!VisualScriptInstance::_call_internal(const StringName & p_method, void * p_stack, int p_stack_size, VisualScriptNodeInstance * p_node, int p_flow_stack_pos, int p_pass, bool p_resuming_yield, Variant::CallError & r_error) Line 1543 C++
godot.windows.tools.64.exe!VisualScriptInstance::call(const StringName & p_method, const Variant * * p_args, int p_argcount, Variant::CallError & r_error) Line 1889 C++
godot.windows.tools.64.exe!ScriptInstance::call_multilevel(const StringName & p_method, const Variant * * p_args, int p_argcount) Line 316 C++
godot.windows.tools.64.exe!Node::_notification(int p_notification) Line 63 C++
godot.windows.tools.64.exe!Node::_notificationv(int p_notification, bool p_reversed) Line 45 C++
godot.windows.tools.64.exe!Spatial::_notificationv(int p_notification, bool p_reversed) Line 52 C++
godot.windows.tools.64.exe!CollisionObject::_notificationv(int p_notification, bool p_reversed) Line 38 C++
godot.windows.tools.64.exe!PhysicsBody::_notificationv(int p_notification, bool p_reversed) Line 41 C++
godot.windows.tools.64.exe!KinematicBody::_notificationv(int p_notification, bool p_reversed) Line 264 C++
godot.windows.tools.64.exe!Object::notification(int p_notification, bool p_reversed) Line 929 C++
godot.windows.tools.64.exe!SceneTree::_notify_group_pause(const StringName & p_group, int p_notification) Line 975 C++
godot.windows.tools.64.exe!SceneTree::iteration(float p_time) Line 484 C++
godot.windows.tools.64.exe!Main::iteration() Line 2135 C++
Steps to reproduce
-Open MRP from #45219 in the editor
-Run the project
-The game breaks with error
@akien-mga Indeed,
This is accidental. SetBasicType needs to be sequenced now.
When 4.x works again I'l check the status there. And if required I'l make the PR to add the sequence port to SetBasicType.
This weekend I'l Make a PR to revert this sequence port on the 3.x Branch.
Godot version
3.4-beta3
System information
Windows 10
Issue description
I've hit some issues with visual scripting when testing the MRP from #45219 on the 3.x branch.
I can't reproduce the issue in 3.3.2-stable.
When trying to run the project, a function call is failing with the error:
Callstack:
Steps to reproduce
-Open MRP from #45219 in the editor
-Run the project
-The game breaks with error
Minimal reproduction project
See #45219
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