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V3.5.1 to V4Beta2 conversion process deletes bezier curves (and malforms other keys) in animationplayers #66964
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Possibly related to this #66964 but this is conversion between the stable and beta, not between alpha versions. |
This one will be harder because at the moment ProjectConverter works line by line and only replace substrings, here "handle_modes" definition should be added for each track with type I also noticed that |
You linked to this issue, but you probably meant to link to another issue 🙂 |
whoops, this one |
As an update, it seems like this isn't limited solely to bezier curves, but hits a variety of different animation keys. This is especially bad because the values appear to be correct in the editor, but when the animation player is actually run they fail to function (for instance, a texture keyframe displays the proper texture in editor, but does not load anything in game). Deleting and recreating the keys makes them function properly. |
I got it working indirectly:
So the problem with this clearly seems to be related to |
I've submitted a PR that should fix this issue: #97380 |
Godot version
v3.5.stable.official [991bb6a], v4.0.beta2.official [f8745f2]
System information
Windows 10
Issue description
When converting from Godot 3 to Godot 4 Beta 2, it appears that the Bezier curves in animation players get deleted. Sometimes this also results in producing this error message when Godot was expecting the curves to exist.
E 0:00:01:0137 _set: Condition "!d.has("handle_modes")" is true. Returning: false <C++ Source> scene/resources/animation.cpp:319 @ _set()
Steps to reproduce
Make an animation player in V3.5.1. Have a bezier curve in that player. Automatically convert the project into Godot 4 Beta 2.
Minimal reproduction project
Here's a minimal godot 3 project, and the broken converted version.
BezierFadeConversionBug.zip
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