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let's say you have a scene that contains an instanced .escn node. when you overwrite that .escn file with a modified version, and reload the scene in Godot, the .escn node will be completely broken: meshes childed to wrong spatial nodes, missing visuals, broken colliders.
my current workaround:
before exporting from blender, first delete the .escn from within Godot (doesn't work if you do it externally)
reload the scene. it will say Load failed due to missing dependencies. leave the prompt open
go back to blender and export your .escn file
now go back to Godot and click Open Anyway. the scene will load properly
something internally seems to be cached that there is no obvious command from within godot to refresh. i figure this isn't something that is solvable from within the addon, but i wanted to flag the issue and offer the workaround i have, cumbersome as it is.
The text was updated successfully, but these errors were encountered:
Another workaround is to close the scene where you have instanced the escn before you export. That's usually works fine. If the scene where the escn is instanced is broken already. Close it and re-import the escn (highlight in filesystem tab and click Reimport in the Import tab.
OS:
windows, mac
Godot version:
3.2.2
Blender version:
2.83
Issue description:
let's say you have a scene that contains an instanced .escn node. when you overwrite that .escn file with a modified version, and reload the scene in Godot, the .escn node will be completely broken: meshes childed to wrong spatial nodes, missing visuals, broken colliders.
my current workaround:
something internally seems to be cached that there is no obvious command from within godot to refresh. i figure this isn't something that is solvable from within the addon, but i wanted to flag the issue and offer the workaround i have, cumbersome as it is.
The text was updated successfully, but these errors were encountered: