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Instanced .blend/GLTF scenes lose all children after update until .tscn is reopened #94056

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yahkr opened this issue Jul 7, 2024 · 2 comments · Fixed by #94093
Closed

Instanced .blend/GLTF scenes lose all children after update until .tscn is reopened #94056

yahkr opened this issue Jul 7, 2024 · 2 comments · Fixed by #94093

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@yahkr
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yahkr commented Jul 7, 2024

Tested versions

  • Reproducible in: v4.3.beta2.official [b75f048]
  • Reproducible in: v4.3.beta.custom_build [e57312d]
  • Not reproducible in: v4.3.beta.custom_build [1e6b11d]
  • Not reproducible in: v4.2.dev.custom_build [524e7ac]
  • Not reproducible in: v4.2.2.stable.official [15073af]

System information

Godot v4.2.2.stable - Windows 10.0.22631 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 4090 (NVIDIA; 32.0.15.5599) - Intel(R) Core(TM) i9-14900K (32 Threads)

Issue description

When making modifications to a .blend file, I noticed that upon reimport any child nodes that were previously there disappear until the scene is reloaded. From a cursory glance I believe the issue has to do with editor_node.cpp:6025 where the addition_list is empty

Steps to reproduce

Create new project
Instantiate an imported .blend scene
add a child node to it
save scene
modify the .blend file (anything to trigger re-import)
observe missing child node
close and re-open the scene
observe missing child node reappears.

Minimal reproduction project (MRP)

MRP.zip

@yahkr
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yahkr commented Jul 8, 2024

Removing the following condition fixes the issue.

if (p_node->get_parent()->get_owner() != nullptr && p_node->get_parent()->get_owner() != p_edited_scene) {

#94020 resolves the issue of multiple re-imports not updating

@akien-mga
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CC @SaracenOne @Hilderin

@akien-mga akien-mga moved this from Unassessed to Release Blocker in 4.x Release Blockers Jul 8, 2024
yahkr added a commit to yahkr/godot that referenced this issue Jul 9, 2024
yahkr added a commit to yahkr/godot that referenced this issue Jul 11, 2024
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3 participants