0 votes

In a script I have:

onready var animationPlayer = $AnimationPlayer;
onready var blinkAnimationPlayer = $BlinkAnimationPlayer;

Here they are in the remote scene:

When I run the scene, at the start I get some debug errors saying:

get_node: Node not found: BlinkAnimationPlayer.

But why would this happen, since AnimationPlayer gets found? Is it because it's been renamed?

Despite this error, I can tell that the functionality is working because I can trigger BlinkAnimationPlayer's animations later.

I'm also having an issue where one of animationPlayer's animations produces a debug error saying it can't be found - but again, I can tell that the functionality is working because the animation is playing. If I change the animation manually while the game is running, it gets set back correctly to the supposedly "not found" one. Triggering the other animations via code works correctly too.

play: Animation not found: Idle.

in Engine by (37 points)

1 Answer

0 votes
Best answer

Ok, silly mistake; I had another node in the scene with that script (the one producing the errors) attached, and that node didn't have any of the bits it needed, so it was rightly saying it wasn't found.

It would have been good if the error told which node was causing the issue.

by (37 points)

It would have been good if the error told which node was causing the issue.

You can click on any error in the debugger to jump to the location where the error occurred. Double-clicking it will expand the entry and show you the stack trace.

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