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Can't Preload GDScript UIDs on Export Builds #100943

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Gastronok opened this issue Dec 30, 2024 · 3 comments · Fixed by #101442
Closed

Can't Preload GDScript UIDs on Export Builds #100943

Gastronok opened this issue Dec 30, 2024 · 3 comments · Fixed by #101442

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@Gastronok
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Tested versions

Tested in 4.4dev5 and 4.4dev7 -- I don't think .gd files had UIDs in prior versions.

System information

Godot v4.4.dev7 - Windows 11 (build 22631) - Multi-window, 1 monitor - Vulkan (Mobile) - dedicated NVIDIA RTX A2000 8GB Laptop GPU (NVIDIA; 32.0.15.6103) - 12th Gen Intel(R) Core(TM) i7-12800H (20 threads)

Issue description

Preloading a GDScript by UID works in editor builds, but does not work in exported builds.

I'd expect preloading by UID to work both in-editor and post-export, or as a worst case fail in both contexts.

Steps to reproduce

Create some GDScript that does something. In a different script, preload it using its UID.

This will work in-editor but fail on export builds with SCRIPT ERROR: Parse Error: Could not preload resource script "uid://dn6jx08erf1cw".

Minimal reproduction project (MRP)

uid.zip
Run the MRP and you'll see some console output.

Export it to EXE (with debug) and it will instead produce errors.

@AThousandShips

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@AThousandShips AThousandShips moved this from Unassessed to Bad in 4.x Release Blockers Jan 9, 2025
@AThousandShips AThousandShips moved this from Bad to Release Blocker in 4.x Release Blockers Jan 9, 2025
@AThousandShips
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Can confirm, unsure about origin, this is 4.4 specific as you can't fetch the UID of scripts in 4.3

@KoBeWi
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KoBeWi commented Jan 11, 2025

This prints when running in the editor

Image

However the script is loaded.

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3 participants