godotengine / godotengine/godot
All connected signals are deleted at any time
- Dominant language
- C++
- Stars
- 117k
- Forks
- 26.8k
- PR merge metrics
- PR metrics pending
Description
### Tested versions
Godot Engine 4.4 beta 1
### System information
Windows 11 24H2
### Issue description
At any time, all signals in the scene are off. This happens at completely random times, and I can't figure out why
It's very sad because I can't reproduce this error, I can't understand why it happens, I can't submit the project where it happens because it's my main project and I can't distribute its open source code.
I only know that this problem was in 4.1, 4.2, 4.3 and 4.4 beta 1 because it has happened many times before and I was just hoping it would be fixed in the future
It's sad because I constantly have to spend a lot of time reconnecting signals
That's all I can say, I'm sorry
### Steps to reproduce
All I can provide: My signals have arguments - string, int
### Minimal reproduction project (MRP)
I can't reproduce it. It happens at random times
Contributor guide
Research direction
No source file, test, or minimal reproduction project is provided; the report only identifies Godot Engine 4.1 through 4.4 beta 1 and signals with string and int arguments. Start by narrowing the failure to a reproducible project or workflow, then verify that connected signals remain intact after the triggering action can be reproduced.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- cpp
- Domain
- game-dev
- Issue type
- Bug
- Difficulty
- 5/5
- Estimated time
- Over a week
- Activity status
- Quiet
- Clarity
- Needs clarification
- Newbie friendliness
- 15/100