Fix transition expression base node with autoloads #66573
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Fix for #62530 when using autoloaded nodes.
My fix isn't exactly the most elegant one here, I couldn't find a better of doing it. The bug comes from the fact that
advance_expression_base_node_path
is relative to the scene's root node. The best way I found of retrieving that node at runtime was to get the last child ofget_tree()->get_root()
(the gameWindow
) since the first ones are the autoloaded ones.