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The NodePath picker did not get the correct path in the signal connection dialog #106983

@Rindbee

Description

@Rindbee

Tested versions

  • Reproducible in: v4.4.stable.official [4c311cb], v4.4.1.stable.official [49a5bc7], v4.5.dev4.official [209a446]

System information

Godot v4.5.dev4 - Linux Mint 22.1 (Xia) on X11 - X11 display driver, Multi-window, 1 monitor - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1050 Ti (nvidia; 570.133.07) - Intel(R) Core(TM) i5-7300HQ CPU @ 2.50GHz (4 threads)

Issue description

The node path obtained is relative to the source object, not the target object.
Therefore, the node cannot be found when the node path is used in the script of the target object.

Steps to reproduce

  1. Create a simple scene;
  2. Attach a GDScript script to node A;
  3. Select a signal of node B and connect it to A;
  4. Open the signal connection dialog, select Advanced, add an extra call parameter of type NodePath, click Assign... and select a node. Click Connect.
  5. If the Node dock does not show that it is connected, repeat 4.
  6. Add the following code to the automatically generated method.
prints(has_node(extra_arg_0))
  1. Run, it will output false when the signal is emitted.

Minimal reproduction project (MRP)

MRP.zip

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