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NodePath properties are kept up-to-date in the editor when the path changes for script export variables, but not for built-in nodes (for example bodies in physics joints).
Steps to reproduce
Using the minimal reproduction project:
Open the project in the editor
Select Spatial6/PinJoint node in the tree
Observe the path for node_a property: ../RigidBody (which is correct)
Move RigidBody node as a child of PinJoint node
Select Spatial6/PinJoint node again
Observe the path for node_a property: ../RigidBody (now incorrect)
The same thing happens with RemoteTransform, or any other built-in node using a NodePath property.
Godot version
3.3.2.stable, 4.0.dev (92f20fd)
System information
Windows 10
Issue description
NodePath
properties are kept up-to-date in the editor when the path changes for script export variables, but not for built-in nodes (for example bodies in physics joints).Steps to reproduce
Using the minimal reproduction project:
Spatial6/PinJoint
node in the treenode_a
property:../RigidBody
(which is correct)RigidBody
node as a child ofPinJoint
nodeSpatial6/PinJoint
node againnode_a
property:../RigidBody
(now incorrect)The same thing happens with
RemoteTransform
, or any other built-in node using aNodePath
property.Minimal reproduction project
3.x version:
NodePathBug.zip
4.0 version:
NodePathBug-4.0.zip
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