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Auto Complete/Intellisense for references in inner autoload variables can't be resolved #71296
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Also, another weird thing I noticed: Video: https://youtu.be/DwnQ7yc0Xlw |
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Currently having this issue as well when I have a singleton that controls my game. This only happens if you access it by the global node. Interesting enough assigning global to a variable in your script will bypass this issue Doesn't work
Works
Which is almost exactly what the person said above is happening. Though oddly enough the autocomplete is working without |
#74888 is a duplicate of this (wouldn't close though since both threads may contain important information) |
Godot version
4.0.beta10, master-branch (v4.0.beta.custom_build.2ac2db8de)
System information
Win 11
Issue description
It seems like there is an issue with inner-class resolving in Godot 4, when you try to access the members of a instance of a auto-load object, it apparently only results in the base Node members being displayed in the auto complete.
It does work to use it even if auto-complete does not suggest it, so I assume it's just an error related to the resolving within the LSP (probably, but that's just a guess). Sadly I do not really have any idea where I could investigate this - this happens in VSCode and Godot. It also sometimes fixes itself after a couple of restarts, sometimes it doesn't, deleting the .godot folder doesn't change anything.
Here's also a video showing the entire process: https://youtu.be/Q-6sxvcQq84
Edit: Just as a note: If you "redefine" the node in the current script, simply by adding it as a variable at the top of the script, all the resolves are working.
Steps to reproduce
Minimal reproduction project
WeirdExampleProjectForIssuesWithGDScriptReload.zip
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