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Hello, question regarding version 1.2.3 running on Godot 3.5
I just started playing around with the Asset and noticed strange behaviour.
I am inside the Main scene in the example folder.
When trying to add more states or transitions in the FSM editior, I am getting error messages:
res://addons/fsm-node/plugin.gd:167 - Invalid call. Nonexistent function 'set_comp_name' in base 'Node (state.gd)'.
res://addons/fsm-node/plugin.gd:190 - Invalid call. Nonexistent function 'set_comp_name' in base 'Node (transition.gd)'.
Is that intentional or is it a bug?
The text was updated successfully, but these errors were encountered:
It's most likely a bug as set_comp_name() should be called at their GraphNode path instead. I will be upgrading this asset for 4.0, but I'll keep this bug in mind while working on the code.
I've looked at the code again and it looks like at those lines supposed to change the names of the State and Transition nodes, so it should be set_name(new_name) and not set_comp_name(new_name).
I have refactored the code and it should work as intended, but I have yet to test it.
Hello,
question regarding version 1.2.3 running on Godot 3.5
I just started playing around with the Asset and noticed strange behaviour.
I am inside the Main scene in the example folder.
When trying to add more states or transitions in the FSM editior, I am getting error messages:
res://addons/fsm-node/plugin.gd:167 - Invalid call. Nonexistent function 'set_comp_name' in base 'Node (state.gd)'.
res://addons/fsm-node/plugin.gd:190 - Invalid call. Nonexistent function 'set_comp_name' in base 'Node (transition.gd)'.
Is that intentional or is it a bug?
The text was updated successfully, but these errors were encountered: