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Selecting a BehaviorTree in an exported array from the inspector does not open the LimboAi editor #277

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kgoyon opened this issue Jan 26, 2025 · 1 comment
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@kgoyon
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kgoyon commented Jan 26, 2025

Godot version

v4.4.beta1.official [d33da79d3]

LimboAI version

v1.2.2 [d3d3295]

LimboAI variant

GDExtension / AssetLib

Issue description

Selecting a BehaviorTree in an exported array from the inspector does not open the LimboAI editor

How to reproduce

  1. Create a new node with following script:
@export var behavior_tree: BehaviorTree
@export var array_of_behavior_trees: Array[BehaviorTree]
  1. Select the node in inspector
  2. Create a new BehaviorTree for the behavior_tree property
  3. Click on the newly created BehaviorTree
  4. Notice it opens the LimboAi Editor for that tree
  5. Select another editor
  6. Select the node in inspector
  7. Create and add a new BehaviorTree to the array_of_behavior_trees array property
  8. Click on the newly created BehaviorTree
  9. Notice it doesn't open the LimboAi Editor for that tree
    Note: Right-clicking and selecting Edit doesn't work either.
@kgoyon kgoyon added the bug Something isn't working label Jan 26, 2025
@limbonaut
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limbonaut commented Feb 2, 2025

It looks like it's a Godot bug. Neither handles() nor edit() is called by the engine for our editor plugin, when resources are stored in an array. I noticed it is related to interface/inspector/resources_to_open_in_new_inspector editor setting. If you remove BehaviorTree from that editor setting, it starts working for arrays, but it breaks in normal use.

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