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"No valid library handle, can't terminate GDNative object" - Output Error #27255
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@hpvb @karroffel Detected it too. Any ideas why its happens ? |
This should be fixed by #27320 |
Ah, true its fixed in master.. was checked it in stable |
I'm getting this issue in 3.1.1. |
Same here. |
Oh well, it turns out my problem was a different one. I got the same errors, but native scripts did not work at all. |
I get it on linux whenever I do a shortcut that involves the super key |
I've got same issue with Godot3.2 on FreeBSD12.1 , I tried everything but cannot solve the issue. Can anybody help. |
It was a stupid mistake :) |
@atari83 just out of curiosity (I may or may not be having the same issue), what was the stupid mistake? |
Well, I had a wrong class definition ^^! |
Thank you for replying. The problem for me is that I declared a destructor in the header (which I didn't need) and forgot to define it in the source. |
I have this issue in 3.2.1. |
Hi, guys had this issue in 3.2.3 and wanted to share my solution.: |
Godot version:
3.1
OS/device including version:
Latest OSX
Issue description:
I moved from 3.1 beta 10 to 3.1 and I started seeing this in my output as an error everytime Godot refreshes (unfocus Godot and then focus it again).
I get these errors whenever I run the debug project:
I've tried removing all my GDNative objects, and I still get those errors in output.
The game runs completely fine, no issues it seems, no crashes. It might be some type of overzealous error output?
Unfortunately, I haven't been able to find a minimal project to reproduce this.
Any ideas?
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