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AnimationTree: animation_started signal is always emitted twice #80118
Comments
I am still experiencing this in v4.2.0.stable.mono. If someone else would like to double check (or make an MRP for me 😄), that would be nice. |
I can confirm I am having this issue in 4.2.1 stable. Very annoying because now I need to move every single signal emit and method call to my input commands (redundant) instead of having it linked to the animations |
me too |
Where is the new issue for this? I'm still experiencing this on v4.2.1.stable.mono.official [b09f793] |
I confirm I still have the issue in 4.2.2 |
Godot version
v4.1.1.stable.official [bd6af8e]
System information
Godot v4.1.1.stable - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1060 6GB (NVIDIA; 31.0.15.3179) - Intel(R) Core(TM) i5-8500 CPU @ 3.00GHz (6 Threads)
Issue description
When connecting the
animation_started
signal from an animation tree, the connected method is always called twice.This only occurs with the
animation_started
signal, theanimation_finished
signal is only emitted once.This unfortunately makes relying on the signal impossible.
Steps to reproduce
(See minimal production project)
animation_started.connect()
anim_name
parameter)Minimal reproduction project
anim_tree_signal_bug.zip
The animation tree travels to the 'move' animation when
ui_accept
is pressed (seeanim_tree.gd
) and has print statements inside the methods connected to both theanimation_started
andanimation_finished
signal.The text was updated successfully, but these errors were encountered: