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Could not determine track hint #83421
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Call stack
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Looked into this. Basically, I think the issue lies in how the AnimationPlayer determines the 'hint' for a particular track, basically what type of track it is and how it should be rendered in the timeline. The reason the error comes up is the fact that between certain tracks, the material property is set and unset. So when you go from a track which set the material to null, then go to a track where its set and also has shader parameters set, it doesn't know how to determine the track type since it material parameter is still null. I'm not sure the best way to fix this, but at the very least, I can probably put a more descriptive error at least. |
Thanks for adding a more descriptive message. I've kicked the milestone to 4.x now since it doesn't seem to be high priority anymore. I've tried to reproduce this issue in a 3.x build and an equivalent project and it does not happen. Aside from how the hints are processed, it seems there could be a regression in the editor code. |
I can confirm this in 4.2 on a MacBook Pro M1. It's happening on alpha channel and preventing the other track WorldEnvironment from animating glow_strength. I am wondering if it has to do with Sprite being alpha 0? I tried .01 and didn't get the error straight away, but still WE glow_strength didn't change. |
Godot version
master
branch at commit a574c02System information
Arch Linux
Issue description
When switching animations in an AnimationPlayer, there's a chance the following error message will show:
Steps to reproduce
Reproducing this issue seems to be somewhat inconsistent, but here are the steps:
AnimationPlayer
node in the main scene within the MRP.shards_fade_in
, and the error message should show. If not keep selecting different animations and eventually it will show.Minimal reproduction project
AnimationSelectionBug.zip
Additional Notes
In Godot v3 this particular issue does not happen: AnimationSelection_Godot3.zip
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