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3.2.3 mono/c# - [Tool] script - othernode.Call(otherMethodName) doesn't work/fails silently #43282
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This is likely because of an issue I had reported. Your C# node doesn't have a script. #41310. I worked around it, but it was quite painful. |
In my case i was trying to call a pre-existing node, one that i had created normally and assigned the script by hand. The script to be called (on the other node) also was created manually (and is a non-toolscript). But maybe it's still a similar problem. |
Please upload a minimal reproduction project to make this easier to troubleshoot. May be a duplicate of #59830. Also, about the |
I can try to create a MRP later, but that likely won't add any value, as it sounds pretty much like the other linked issues, yes. |
Since the linked issues have been fixed and you didn't provide an MRP, is it OK to close this as a duplicate or can you still reproduce this in Godot 4.2-dev3? |
I cannot test it, i don't have/use Godot currently. But those issues sounded like this could be marked as duplicate. |
Godot version:
3.2.3.stable.mono.official
OS/device including version:
Win10
Issue description:
In a [Tool] script:
Doing a
node.Call
on methods of other nodes just does nothing where checkingnode.HasMethod
does return true.Doing
CallDeferred
prints an error about the method not existing.Expected: (
node is MyClass
) check foremost should work, but doesn't, sonode.Call
seems like a fallback workaround, asnode.HasMethod
correctly returns true; doesn't work, but should.Steps to reproduce:
Add a [Tool] script to a node, add a non-tool script with some method to another node. From the first (tool) script try to check if the second, other node is of the required script type. This returns false as the editor doesn't recognize the custom script. Then do a othernode.HasMethod call with some method of the other node as argument. This returns true.
Then do a othernode.Call() with the method name as argument. This fails silently.
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