Describe the bug
When an actor (any node with a BeehaveTree) is reparented with actor.reparent(new_parent_node), it ceases to appear in the list of actors in the Beehave debug menu, so you cannot see the tree in real-time.
To Reproduce
Steps to reproduce the behavior:
Create the node structure:
Main
NewParentNode
Actor
BeehaveTree
ActionLeaf
Attach a script to Main, and add the following to its _ready() function:
func _ready():
var actor = $Actor
var new_parent_node = $NewParentNode
actor.reparent(new_parent_node)
Run the game, go to the Beehave debug menu, and the actor's BeehaveTree will not appear.
(You can also have the reparenting happen on a timer to see it disappear in real-time)
Expected behavior
Beehave trees of reparented nodes continue to appear in the Beehave debug menu
Screenshots
If applicable, add screenshots to help explain your problem.
Setup:
Before reparenting:
After reparenting:
Desktop (please complete the following information):
OS: Windows 11
Version: 23H2 (OS Build 22631.3447)
Smartphone (please complete the following information):
N/A (I think, I don't really understand the question)
Godot version: Godot_v4.2.1-stable_win64
Describe the bug When an actor (any node with a BeehaveTree) is reparented with actor.reparent(new_parent_node), it ceases to appear in the list of actors in the Beehave debug menu, so you cannot see the tree in real-time.
To Reproduce Steps to reproduce the behavior:
Create the node structure:
Attach a script to Main, and add the following to its _ready() function:
Run the game, go to the Beehave debug menu, and the actor's BeehaveTree will not appear.
(You can also have the reparenting happen on a timer to see it disappear in real-time)
Expected behavior Beehave trees of reparented nodes continue to appear in the Beehave debug menu
Screenshots If applicable, add screenshots to help explain your problem. Setup:
Before reparenting:
After reparenting:
Desktop (please complete the following information):
Smartphone (please complete the following information):
Additional context N/A