Open nagasawamaki opened 10 months ago
Good day,
You need to reimport the asset with the animation "idle" set to these properties:
Any path will do.
Writing down any custom tracks to an animation belonging to an inherited scene will not be saved as stated here when you view the animation before adding a new track to call a method:
And reload the project just in case however and it will call the method just fine: 87403_call_func_in_anim.zip
So I believe this is working as expected.
Bumping as I'm also seeing this issue. It seems to work fine in a simple scene, but upon changing some parameters / moving nodes around, moving a branch into its own scene and instantiating it as a child scene, etc., call method tracks seem to completely stop working. Tested in stable 4.3, attaching a reproduction project.
Play this project, click to activate the "jump" animation which has a call method track to print "1 2 3 4" to the terminal as the animation plays. This worked on first creation of the project, but after making some changes and trying again it all of a sudden no longer works. I'm seeing this behavior on a large project that I'm working on as well. On that project (which has many layers of child scenes as my animation controller is a component used inside both my player and enemy scenes), the call methods tracks on my animations completely refuse to work.
Tested versions
v4.2.1.stable.official [b09f793f5]
System information
Godot v4.2.stable - Windows 10.0.19045 - Vulkan (Forward+)
Issue description
When inherited gltf animated model to a scene, the call function in animation player not called.
Steps to reproduce
Inherit an animated gltf/glb format to a scene. Edit the animation player and add a function call track in one animation
play the animation. the function can not be called.
Minimal reproduction project (MRP)
call_func_in_anim.zip