C# Custom Nodes in external library lifecycle events not working

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:bust_in_silhouette: Asked By Niska

Hi

I have an issue I have struggled finding any answers for. I am using Godot 4 Beta 5 Mono version (though this has been happening since using Beta 1 … I did not use 4 in Alpha). I have built a library of components that extend from various Godot nodes (such as Node, Node2D, Camera2D, etc). When I create a new Godot project I import the library as a project / external assembly (in my IDE of choice).

Prior to 4.0, these components worked fine, and the lifecycle worked correctly. In 4.0, when I add one of these components as a child to say a scene or other node (via script) none of the lifecycle events (_Process, _Ready, _EnterTree, etc) fire.

I have refactored all the code to work in 4.0, and each element if I call it manually works fine, they are just not hooked up to the lifecycle.

Any ideas on why this would be the case?