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AnimationTree::animation_started
signal is not emitted when playing looped animations
#94110
Comments
AnimationTree::animation_started
signal is not emitted when playing looped animations
Not sure if this is not a desired behavior for that class |
This used to be documented in 4.1 but was lost in the refactor:
|
It sounds pretty inconsistent, both with the AnimationPlayer, and itself. I don't think the signal would be used much if it's so restrictive on what can reliably be done with it, and will probably just have to be worked around by whoever was gonna use it anyway, making the signal pretty much useless. The only way I've found a way around it is by checking which |
Located this to |
Tested versions
Reproducible in: 4.2.stable 4.2.2.stable
System information
Windows 10
Issue description
If a looping animation is played in an AnimationTree, it will not send the animation_started signal, this only affects the AnimationTree and not the AnimationPlayer.
Steps to reproduce
To start the non looping animation press space, to start the looping animation press tab, the output will say either tree started/finished for the AnimationTree, or Player started/finished for AnimationPlayer itself.
If you want to confirm that this bug is not reproducible on the AnimationPlayer itself, deactivate the AnimationTree, then in the script under the
_input()
function, uncomment theanimation_player_input()
and comment outanimation_tree_input()
.Minimal reproduction project (MRP)
AnimBugTest.zip
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