godot-4-importality
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Upgrading to Godot 4.4.1 C# causes Imported AnimatedSprite2D Sprite Frames to go Missing
After upgrading to Godot 4.4.1 C# from Godot 4.1.1, all AnimatedSprite2D nodes' SpriteFrames are not displaying properly:
I'm also seeing numerous duplicative warning messages stating:
W 0:00:01:249 parse_variant: Broken external resource! (index out of size) <C++ Source> core/io/resource_format_binary.cpp:446 @ parse_variant()
I've done the following to try and troubleshoot:
- Disable and re-enable Imporality
- Rebuild, Clean, and Build my C# project
- Recreate my C# Solution
When attempting to re-import an Aseprite file as an AnimatedSprite2D node, this does not fix the issue. Additionally, the bounding box for the node in the 2D game window is significantly smaller, even though the transform is still the same:
This is happening to me in 4.4.1 without C#. I believe this has something to do with the new UID stuff. Did you allow Godot to upgrade all of your assets to use UIDs?
It's not just SpriteFrames. Importing as "Sprite2D with AnimationPlayer" has a similar problem where the Sprite.texture appears empty.
Using a new *.ase file:
atlas_maker.gd's make_atlas() method is generating the *.ase.png file. There is a seemingly successful call to the import plugin's "append_import_external_resource()" where it appends the path to *.ase.png. It then successfully loads the *.ase.png file and passes it on to the importer (in my case import/sprite_2d_with_animation_player.gd). The importer is successfully assigning that texture to sprite.texture before packing the scene and sending it back to the generic _import() function in combined_editor_import_plugin.gd.
When I open the *.ase.import file it doesn't seem to contain any reference to the related *.ase.png file or its uid. I don't understand EditorImportPlugin well enough to troubleshoot much further at the moment.
Please try to get last version from master branch of this repo and last Godot Build. Is it works on this setup? Maybe it happens because some problems with PortableCompressedTexture2D in cpp- Godot code of this version.
And try to remove or rename .godot/imported folder to force clean reimport all resources.