Calling super()
when base implementation does not exist doesn't give any error until runtime
#81804
Labels
Milestone
Godot version
4.2 dev4
System information
Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1060 (NVIDIA; 30.0.15.1403) - Intel(R) Core(TM) i7-7700HQ CPU @ 2.80GHz (8 Threads)
Issue description
When you override a native virtual function and call
super()
, you won't see any error until you run the project. This is most prominent when using_ready()
. If you have a script that extends another script and usesuper()
, you need to open the base script to know whether the base class already implements_ready()
or not. If it doesn't, you'll get runtime error.Custom script methods properly report if the base doesn't exist, e.g.
Steps to reproduce
_ready()
method to the second script only and usesuper()
Invalid call. Nonexistent function '_ready'.
Minimal reproduction project
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