godotengine / godotengine/godot
SkeletonModification2DCCDIK causes errors when a second instance of itself it instantiated
- Dominant language
- C++
- Stars
- 117k
- Forks
- 26.8k
- PR merge metrics
- PR metrics pending
Description
### Tested versions
Godot version
v4.3.stable.official [77dcf97d8]
System information
Windows 10, ryzen 5, radeon 3080
### System information
v4.3.stable.official [77dcf97d8], Windows 10, ryzen 5, radeon 3080
### Issue description
When using SkeletonModification2DCCDIK within SkeletonModificationStack2D editor displays huge amount of error messages (before execution).
However this happens only when SkeletonModification2DCCDIK is present (not deleted) **AND** a second instance of the character is loaded.
A single instance of the character works perfectly fine.

### Steps to reproduce
-Create Skeleton2D (based on Poylgon2D)
-Assign SkeletonModificationStack2D and SkeletonModification2DCCDIK
-Load Character scene into a new project
-Duplicate character scene

### Minimal reproduction project (MRP)
[minimal test.zip](https://github.com/user-attachments/files/17193664/minimal.test.zip)
Contributor guide
Research direction
Start by opening the attached minimal test.zip in Godot v4.3 and follow the listed Skeleton2D, SkeletonModificationStack2D, and SkeletonModification2DCCDIK reproduction steps. Compare one character instance with two duplicated instances; the issue is done when the second instance no longer produces the reported flood of editor errors.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- cpp
- Domain
- game-dev
- Issue type
- Bug
- Difficulty
- 4/5
- Estimated time
- 3-5 days
- Activity status
- Stale
- Clarity
- Mostly clear
- Newbie friendliness
- 35/100