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If you have a built-in script in a preloaded scene, and the script is attached to a child node, not root, and you also use the script as part of editor plugin, any changes to the script will be ignored and you need to restart editor to update it. This used to work in older versions.
Also this error prints when opening the affected scene while the plugin is active: modules/gdscript/gdscript.cpp:741 - Condition "!p_keep_state && has_instances" is true. Returning: ERR_ALREADY_IN_USE
Steps to reproduce
Open the MRP
Go to Screen X
Press Test button
Open MainScreen.tscn
Edit the script inside Button
Change to a different text
Again in Screen X, press Test
The printed text is the same
You can run the same project in Godot 4.2 and the text changes.
Tested versions
4.3 dev6 broken
4.2 works
System information
Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1060 (NVIDIA; 31.0.15.4633) - Intel(R) Core(TM) i7-7700HQ CPU @ 2.80GHz (8 Threads)
Issue description
If you have a built-in script in a preloaded scene, and the script is attached to a child node, not root, and you also use the script as part of editor plugin, any changes to the script will be ignored and you need to restart editor to update it. This used to work in older versions.
Also this error prints when opening the affected scene while the plugin is active:
modules/gdscript/gdscript.cpp:741 - Condition "!p_keep_state && has_instances" is true. Returning: ERR_ALREADY_IN_USE
Steps to reproduce
MainScreen.tscn
You can run the same project in Godot 4.2 and the text changes.
Minimal reproduction project (MRP)
deadscripts.zip
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