Comments (5)
My bad then the only thing it was doing was outputing this error because the node was not created, i feel dumb, sorry for the annoyance.
I can confirm that i do not have the error anymore.
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It's an error on your part if the owner isn't answering ancestor, is it?
But this isn't the place to ask support questions, if you're unsure if it's user error please first ask in the forums
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But everything works as it's supposed to.
If i were looking for help i would go to the forums.
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You are setting the owner of static_body
even if you don't add it as a child of node
, that looks like this is a perfectly valid error, try instead:
#Check if "only" the collision should be imported and only import collision shape because the meshinstance3D
#is replaced by a StaticBody3D
if node.name.contains("only"):
node.add_child(collision_shape)
#Else add a static body
else:
static_body.add_child(collision_shape)
node.add_child(static_body)
static_body.set_owner(owner)
#Set the owner of the nodes so they appear in the NodeTree
collision_shape.set_owner(owner)
Please make sure that owner
is an ancestor of the node, in this case it seems it isn't, can you confirm that is wrong and that the error is incorrect?
from godot.
Always good to listen to error messages and look at what might cause them, most of the time they aren't wrong
But asking in the forums is usually much more helpful, more people there with more time to help with things, and if it still won't work it's time to make an error report!
And no worries, have a nice day! Happy we could solve it
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