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Reparenting a bakedlightmap causes the engine to crash #28350
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The problem here is that lightmap data has nodes stored as NodePaths. To fix this, these paths need to be updated after each move. I tried to do this, but ultimately got stuck. You can move the BakedLightMap to Spatial2 in the included project, but you can't move it to parent. Here's the patch if someone wants to continue the work: https://pastebin.com/T0NgGkwB |
@jamie-pate Can you reproduce this in the |
I can't figure out how to add a meshlib to the bakedlightmap, i generated a meshlib where the meshintance had 'baking' enabled but See attached 'updated' poc |
@jamie-pate Can you (or anyone else) still reproduce this bug in Godot 3.4 or any later release? If yes, please ensure that an up-to-date Minimal Reproduction Project (MRP) is included in this report (a MRP is a zipped Godot project with the minimal elements necessary to reliably trigger the bug). You can upload ZIP files in an issue comment with a drag and drop. |
Yes it still crashes in 3.4.2 Here is a stack trace from 3.3.4 (the latest version I have on hand with a debug build)
|
I can't reproduce this in RC3. Accordingly I am marking this as fixed for 4.0, will re-target to 3.x |
Godot version:
3.1
6098a7f
OS/device including version:
Windows 10 Pro 64-bit (10.0, Build 17134) (17134.rs4_release.180410-1804)
GeForce GTX 1070 with Max-Q Design/PCIe/SSE2
(plus Intel(R) UHD Graphics 630 which is disabled)
Issue description:
Generate a baked lightmap with baked textures and then try to move the lightmap into a spatial
Tries to call
node->call("get_bake_mesh_instance")
whennode
isNULL
(result ofget_node(light_data->get_user_path(i))
)Steps to reproduce:
Open sample project, move
$BakedLightMap
node inside$Spatial
Minimal reproduction project:
baked_light_map_crash.zip
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