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Fix Editor crash during first scan in headless import mode. #108992
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Looks like a non-headless |
Tracking it now.
from case NOTIFICATION_EXIT_TREE: {
ERR_FAIL_NULL(get_viewport());
ERR_FAIL_NULL(data.tree);
if (data.tree->is_accessibility_supported() && !is_part_of_edited_scene()) {
if (data.accessibility_element.is_valid()) {
DisplayServer::get_singleton()->accessibility_free_element(data.accessibility_element);
data.accessibility_element = RID();
}
data.tree->_accessibility_notify_change(this, true);
if (data.parent) {
data.tree->_accessibility_notify_change(data.parent);
} else {
data.tree->_accessibility_notify_change(get_window()); // Root node.
}
} running with The issue bool Node::is_part_of_edited_scene() const {
return Engine::get_singleton()->is_editor_hint() && is_inside_tree() && data.tree->get_edited_scene_root() &&
data.tree->get_edited_scene_root()->get_parent()->is_ancestor_of(this);
} |
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Also we may need to add this run to
Sorry about being late fixing this, it required me to build the editor with the same flags and track the issue without VSCode debugging tools because the crash wasn't telling which is the deleted object. |
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Thank you! |
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Seems to work fine, although if it causes another major regression we should consider reverting the original fix until 4.6.
Thanks! |
Fix Editor crash during first scan in headless import mode.
It works the same in headless import mode w/o
--quit
.but without
--import
, when using--quit
it aborts before loading the editor layout.