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PathFollower2D Does NOT Update the Position and Collision of Child Tilemap with collision_animatable True #79658

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@Lazy-Rabbit-2001

Description

Godot version

4.1.x

System information

Windows 11

Issue description

When a Tilemap node is attached as a child node of PathFollower2D node, with collision_animatable on in the inspector, the tilemap will stuck at (0, 0) if you scripted the movement of the PathFollower2D node with progress changed; while the tiles run as usual if collision_animatable is false.
This is very weird because the documentation said that "you can make Animatablebody2D move with script", and I used but it feedbacked a strange result, which is unacceptable and unwilling to see.
More detailed info please see the minimal project

P.S. Only under PathFollower2D, you add a RemoteTransformer2D that linked to a Tilemap can the tiles move as usual with collision_animatable on.

Steps to reproduce

In the minimal reproduction project:

  1. Make the collision_animatable of Tilemap and run the project, and you can see the tilemap moves as usual
  2. Then tick on the property and run the game again, in which you can see the tilemap stuck at (0, 0) permanently.

Minimal reproduction project

bug report.zip

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