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Which seems that at least the file path comparison should return true. (Which is seems not to?) But how does any of that confirm whether the plugin is actually enabled?
Steps to reproduce
All as above.
Minimal reproduction project (MRP)
All as above.
The text was updated successfully, but these errors were encountered:
Hi! So the way this is supposed to work is that addon_name_to_plugin is a HashMap that uses the path to the plugin.cfg as a key and the corresponding EditorPlugin instance as a value for enabled plugins. So the question is why does your plugin not get added to addon_name_to_plugin when you enable the plugin in the project settings. The function works as expected for my own plugin, can you maybe upload an MRP?
Tested versions
v4.3.dev.custom_build [29b3d9e]
System information
Godot v4.3.dev (29b3d9e) - Ubuntu 22.04.4 LTS 22.04 - X11 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 2060 (nvidia; 535.171.04) - Intel(R) Core(TM) i5-9400F CPU @ 2.90GHz (6 Threads)
Issue description
These files exist:
res://addons/resource_wrangler
res://addons/resource_wrangler/plugin.cfg
The plugin is also enabled in Settings.
This line:
prints
false
Looking at the source:
godot/editor/editor_interface.cpp
Line 198 in bd2300d
Leads to:
https://github.com/godotengine/godot/blob/master/editor/editor_node.cpp#L3662
Which seems that at least the file path comparison should return true. (Which is seems not to?) But how does any of that confirm whether the plugin is actually enabled?
Steps to reproduce
All as above.
Minimal reproduction project (MRP)
All as above.
The text was updated successfully, but these errors were encountered: