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Editor (4.3 beta) crashes with access violation when trying to load previously created tree in scene #6

@lewiji

Description

@lewiji

Platform: Windows 11

Created a DialogueTree node in the editor in a scene. Added code to start the dialogue and display text. Went back to the editor after some time and switched back into the scene with the DialogueTree. The editor crashes to desktop (reliably crashes whenever I select the DialogueTree node in the scene when the project is open in the editor).

Godot Engine v4.3.beta1.mono.official.a4f2ea91a - https://godotengine.org
OpenGL API 3.3.0 - Build 31.0.101.4575 - Compatibility - Using Device: Intel - Intel(R) Iris(R) Xe Graphics

Editing project: D:/dev/dev/drpg
Godot Engine v4.3.beta1.mono.official.a4f2ea91a - https://godotengine.org
Vulkan 1.3.242 - Forward+ - Using Device #1: NVIDIA - NVIDIA T550 Laptop GPU

Fatal error. System.AccessViolationException: Attempted to read or write protected memory. This is often an indication that other memory is corrupt.
   at Godot.NativeInterop.NativeFuncs.godotsharp_method_bind_ptrcall(IntPtr, IntPtr, Void**, Void*)
   at Godot.NativeCalls.godot_icall_3_764(IntPtr, IntPtr, IntPtr, Godot.NativeInterop.godot_bool, Int32)
   at Godot.Node.AddChild(Godot.Node, Boolean, InternalMode)
   at Ardot.DialogueTrees.DialogueGraph.<LoadTree>g__AddDialogueNode|26_0(Godot.Node, Int32, <>c__DisplayClass26_0 ByRef)
   at Ardot.DialogueTrees.DialogueGraph.LoadTree(Ardot.DialogueTrees.DialogueTreeData, Boolean, Godot.Collections.Array`1<Godot.Node>)
   at Ardot.DialogueTrees.DialogueTreeDock.LoadTree(Ardot.DialogueTrees.DialogueTree)
   at Ardot.DialogueTrees.DialogueTreesPlugin._Edit(Godot.GodotObject)
   at Godot.EditorPlugin.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name ByRef, Godot.NativeInterop.NativeVariantPtrArgs, Godot.NativeInterop.godot_variant ByRef)
   at Ardot.DialogueTrees.DialogueTreesPlugin.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name ByRef, Godot.NativeInterop.NativeVariantPtrArgs, Godot.NativeInterop.godot_variant ByRef)
   at Godot.Bridge.CSharpInstanceBridge.Call(IntPtr, Godot.NativeInterop.godot_string_name*, Godot.NativeInterop.godot_variant**, Int32, Godot.NativeInterop.godot_variant_call_error*, Godot.NativeInterop.go)

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