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Using .reparent() on a BoneAttachment3D during runtime breaks it. #91864
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Your debugger also shoots up with something every frame after the reparent() method is called. can you provide more details on what that error is? |
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Tested versions
System information
Godot v4.2.2.stable - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 2060 (NVIDIA; 31.0.15.5244) - Intel(R) Core(TM) i5-3570K CPU @ 3.40GHz (4 Threads)
Issue description
In my game, I have a BoneAttachment3D node which controls where the arms of the character are positioned. Before reparenting, the arms are influenced by outside animations. When I equip a weapon I would like the arms to follow the weapon's animations too, so I reparent the BoneAttachment to that weapon, however that stops all influences on the arm bones from happening. Manually moving the BoneAttachment into the weapon in the editor before playing has it work fine, so it seems to be an issue with the
reparent()
functionality. Additionally, reassigning the BoneAttachments' external skeleton during runtime in the Remote tab does not fix it.What it looks like:
2024-05-12.14-41-04.-.Trim.mp4
Steps to reproduce
Create a BoneAttachmen3D node.
Enable External Skeleton and Override Pose.
In a script, call
boneAttachment.reparent(parent)
In game, the BoneAttachment will stop having any effects
Minimal reproduction project (MRP)
N/A
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