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waiting for GodotThis issue needs a Godot Engine improvement to be solvedThis issue needs a Godot Engine improvement to be solved
Description
GDNative:
class MyCustomType : public godot::Node
{
GODOT_CLASS(MyCustomType, godot::Node);
public:
void calling();
void functions();
void works();
void fine();
};
// ...
class Manager: public godot::Node
{
GODOT_CLASS(Manager, godot::Node);
public:
MyCustomType* make_custom_object()
{
auto object = MyCustomType::_new();
add_child(object);
return object;
}
};
The .gdns file:
[gd_resource type="NativeScript" load_steps=2 format=2]
[ext_resource path="res://bin/test.gdnlib" type="GDNativeLibrary" id=1]
[resource]
class_name = "MyCustomType"
library = ExtResource( 1 )
script_class_name = "MyCustomType"
GDScript:
var o = Manager.make_custom_object()
o.calling()
o.functions()
o.works()
o.fine()
var test:MyCustomType = o #error
Also, if the variable is a function parameter, e.g.:
func broken(param:MyCustomType):
pass
# ...
var o = Manager.make_custom_object()
broken(o)
...then no runtime error is produced, but param will be null
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waiting for GodotThis issue needs a Godot Engine improvement to be solvedThis issue needs a Godot Engine improvement to be solved