0 votes

I've been trying to make a QTE system that has nodes representing each type of button interactions (holding the button down, pressing, tapping, etc) which can all behave very differently. These are strung into a sequence inside a "Action" class.

The action class is used for the player to pick their attack, so the action class needs to remain intact through the process.

Right now, when I pass the list of QTE button interactions to the button handler, it deletes the button interactions from the action class, which I don't want. .duplicate() does create new nodes, but the member variables including the buttons I want pressed are not copied over.

I can't just straight go through each member in order, directly copying values since different button interactions have different members.

Is there a way to copy instanced nodes along with their members? I seem to think this would come up a lot, as generally when you make an item in games you copy the item rather than completely remake it from scratch.

Thanks in advance.

asked Jun 30, 2019 in Engine by johnnywycliffe (23 points)

I think it could be a bug.

Yeah, I saw that, but I want to know how people get around it. I feel like someone has to have done something similar.

If you don't have so many properties, you could copy them manually in script.

I guess for now I'll have to do that. I'll try and minimize differences, and maybe come up with a way to treat them all similarly.

Please log in or register to answer this question.

Welcome to Godot Engine Q&A, where you can ask questions and receive answers from other members of the community.

Please make sure to read How to use this Q&A? before posting your first questions.