Constant error calling method from signal 'animation_finished' despite never using the signal?

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:bust_in_silhouette: Asked By Sheepy
  <C++ Source>  core/object.cpp:1236 @ emit_signal()```

this error occurs every second, the length of the current animation.

here is the code of the animation player, but it never references the signal, so I'm not sure where the issue is coming from.

    extends Node
    var facing = "East"
    onready var model = $metarig
    #onready var Animationplayer = $AnimationPlayer
    # Called when the node enters the scene tree for the first time.
    func _ready():
    	$AnimationPlayer.play("Stand")
    
    func _on_KinematicBody_WalkEast():
    	facing = "east"
    	model.rotation_degrees.y = 0
    	walk()
    
    func _on_KinematicBody_WalkNorth():
    	facing = "north"
    	model.rotation_degrees.y = 270
    	walk()
    
    func _on_KinematicBody_WalkSouth():
    	facing = "south" 
    	model.rotation_degrees.y = 90
    	walk()
    
    func _on_KinematicBody_WalkWest():
    	facing = "west" 
    	model.rotation_degrees.y = 180
    	walk()
    	
    func _on_KinematicBody_Standing():
    	$AnimationPlayer.play("Stand")
    
    func walk():
    	$AnimationPlayer.play("Walk")
    
    func _on_KinematicBody_Idle():
    	$AnimationPlayer.play("Idle")`
:bust_in_silhouette: Reply From: Sansduke

The AnimatedSprite node has a built in signal “animation_finished”. Maybe your AnimatedSprite has its “animation_finished” signal connected to a function called _on_AnimatedSprite_animation_finished but that function is missing or deleted. Check the node dock