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Godot 4.2: mouse_entered will not trigger after GUI Disable Input toggled in SubViewport #91320
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Very interesting MRP. The MRP works as expected, but the reason is quite complex. So I start with how to solve your problem: Instead of pushing the input to the
I remember seeing this kind of implementation for SubViewport-input-propagation as a workaround for bugs in previous Godot versions, that have been fixed since. Why doesn't your MRP work the way you expect: Toggling
But I don't recommend this approach, because this is just a workaround for no longer existing bugs, would need additional refinement and because the other method is the way it is supposed to be used. Does this solve your problem? |
Closing as this works in 4.3, and the issue in 4.2 seems to be intended behavior as per the above comment. |
Tested versions
Reproducible in 4.2.1-stable and 4.2.2-stable, not in 4.1-stable
System information
Godot v4.2.2.stable - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 2070 SUPER (NVIDIA; 31.0.15.3623) - AMD Ryzen 7 3700X 8-Core Processor (16 Threads)
Issue description
mouse_entered signal reside in a StaticBody2D under a SubViewport will not trigger anymore after
GUI Disable Input
is toggled off and on.Steps to reproduce
enter
text printed out in the Output panel.enter
text will be print out in the Output panel.Minimal reproduction project (MRP)
4.2.2-stable_InputIssue.zip
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