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Creating a "Call Method" animation track for a Node that already has a Position3D and Rotation3D animation tracks crashes the engine #96178
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I've now tried replicating the bug in 4.3, but I did not find any problems. |
Please try 4.2.2 as well |
Done, it is an issue in 4.2.2 as well. |
Sounds like a duplicate of: Please confirm |
I've opened the MRP of the other author, and I've verified that the reason the engine crashes is the same. I've narrowed down the conditions required to manifest the issue:
The steps must be executed in this exact order. Creating a call method track first and a 3D Position/Rotation track later manifests no issues. |
Then please see there for details, a 4.2 fix is not feasible it seems, leaving this open for now but I don't think this can be fixed in 4.2 |
This probably will be useless but anyways, this crash started after pr #80813 because a null pointer after a Backtrace
Handling the null pointer stops this crash but crash after with two different backtraces: Backtrace 1
Backtrace 2
Properly fixing this don't being possible would be nice lock the creation of a method call track if a position/rotation track already exists to avoid the crash |
I'm fairly sure this was fixed in 4.3 by #86687, and this PR is a major refactoring that can't be backported. |
Tested versions
System information
Godot v4.2.1.stable.mono - Windows 10.0.22631 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 2080 Super with Max-Q Design (NVIDIA; 32.0.15.6081) - Intel(R) Core(TM) i7-10875H CPU @ 2.30GHz (16 Threads)
Issue description
Creating a "Call Method" track for a Node that already has both a "3D Position" and "3D Rotation" animation tracks will print "Quaternion must be normalized" errors. Adding multiple keyframes to the position and the rotation tracks crashes the engine.
Issue.Showcase.mov
Steps to reproduce
Minimal reproduction project (MRP)
The bug can be reproduced even in a brand new project, but I've included the project anyway.
Call Method Track Issue.zip
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