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Node.find_children() should recurse through all descendant nodes when recursive is true; so calling find_children("", "Node3D", true) should be returning all descendants that inherit from Node3D. But instead it only returns the immediate children, regardless of what is passed for recursive.
Steps to reproduce
With the attached project, run the main scene, and check what is printed.
Getting this same error with find_nodes. However, in my case, it can only actually find nodes that are one level below, regardless of the value of the recursive parameter.
Yes, looks like the same cause. I hadn't noticed it previously, but i see there is a similar error in the debug log:
E 0:00:00:0913 _ready: Attempted to append_array a variable of type 'Array' into a TypedArray of type 'Object'.
<C++ Error> Condition "type != p_variant.get_type()" is true. Returning: false
<C++ Source> core/variant/container_type_validate.h:82 @ validate()
Godot version
v4.0.alpha8.official.cc3ed63af
System information
Windows 10
Issue description
Node.find_children()
should recurse through all descendant nodes whenrecursive
is true; so callingfind_children("", "Node3D", true)
should be returning all descendants that inherit from Node3D. But instead it only returns the immediate children, regardless of what is passed forrecursive
.Steps to reproduce
With the attached project, run the main scene, and check what is printed.
Minimal reproduction project
bug_find_children.zip
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