godotengine / godotengine/godot
`IsInstanceValid` called before the end of the frame returns true on an object that called `QueueFree`
- Dominant language
- C++
- Stars
- 117k
- Forks
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Description
### Tested versions
tested on v4.3.stable.mono.official
### System information
Windows 10 - Godot v4.3.stable.mono.official
### Issue description
If we call `node.QueueFree()`, `IsInstanceValid(node)` should return `false` even before the end of the frame.
I can't think of a reason why would anyone need to have `IsInstanceValid(node)` returning true after a `node.QueueFree()` call.
### Steps to reproduce
1. Create a node,
2. Print out `IsInstanceValid`
3. QueueFree the node
4. Print out `IsInstanceValid`
It prints out
```
true
true
```
and I think it must print out
```
true
false
```
### Minimal reproduction project (MRP)
```
ColorRect n = new ColorRect();
AddChild(n);
GD.Print(IsInstanceValid(n));
n.QueueFree();
GD.Print(IsInstanceValid(n));
```
Contributor guide
Research direction
Start with the minimal reproduction shown in the issue and run it against Godot v4.3.stable.mono.official to confirm the lifecycle behavior around QueueFree and IsInstanceValid. Trace the engine's object-deletion and validity checks, then verify that the documented expected output is produced without breaking queued deletion semantics.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- csharp
- Domain
- game-dev
- Issue type
- Bug
- Difficulty
- 4/5
- Estimated time
- 3-5 days
- Activity status
- Stale
- Clarity
- Mostly clear
- Newbie friendliness
- 35/100