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Exported node arrays only work when debugging in the editor, but not with exported projects #77641
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Since 4.0 RC versions I thought that's just a bug in a process to be fixed. |
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That doesn't really makes sense since single node reference works but array of that doesn't. |
Oh then my bad, then it's down to the serialisation there then |
Does this occur if you disable Editor > Export > Convert Text Resources to Binary in the Project Settings? |
In my case I can't assign Array[Node] while working in the editor. |
That's not the bug described here though, let's focus on it, are you also on 4.1dev? |
Ok, I'll make a new one. |
First though, check this: #62916 (comment) |
Yes, it does |
I suspect this has something to do with it, will check if it resolves it: godot/scene/resources/packed_scene.cpp Lines 447 to 451 in 2e273f0
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Upon testing though I cannot replicate this bug Edit: I can't replicate this exact bug it seems, but it breaks in different ways (it doesn't generate an empty array, but makes an array with two elements of null, and then the two buttons after, unsure exactly what is going on there size wise), should be able to make a fix based on that incorrect check above |
Got a PR up, could you verify it @thornySoap, as on your end it seemed slightly different from my end? (See here for instructions, you might need to compile the export template yourself if the minimal one is insufficient) |
@AThousandShips works great, thank you! |
Godot version
4.1.dev3
System information
Tested with Linux and Android
Issue description
Since #73256 you can now export a typed array of nodes which holds references to the nodes assigned in the inspector. However, if you export the project you just get an empty array.
Steps to reproduce
Export a project that makes use of exported node arrays.
Minimal reproduction project
test.zip
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