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ResourceLoader.get_resource_uid returns -1 (not found) when provided a res:// path to a packed scene during runtime in exported builds that are not run in the original project directory. i expect it to return the uid of packed scenes at runtime.
it returns a uid for icon.svg even on exports. it returns a uid for packed scenes when run in the original project directory. it fails to find a uid when exported to linux, android, and web platforms (likely all platforms). it also fails to find it when the pck is embedded.
Steps to reproduce
call ResourceLoader.get_resource_uid with the res:// path of a packed scene.
While supporting UIDs is a good idea probably they're normally intended for the editor, and not for export, their main purpose is to handle renaming of files in the editor
Also there might be issues related to conversion to binary, might be that the scene paths converted work but not the original paths
Godot version
v4.0.2.stable.arch_linux
System information
Manjaro Linux
Issue description
ResourceLoader.get_resource_uid
returns -1 (not found) when provided ares://
path to a packed scene during runtime in exported builds that are not run in the original project directory. i expect it to return the uid of packed scenes at runtime.it returns a uid for icon.svg even on exports. it returns a uid for packed scenes when run in the original project directory. it fails to find a uid when exported to linux, android, and web platforms (likely all platforms). it also fails to find it when the pck is embedded.
Steps to reproduce
ResourceLoader.get_resource_uid
with theres://
path of a packed scene.Minimal reproduction project
resource_uid_not_found.zip
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