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Godot 4.5 crashes or fails to register plugin after Asset Library install

Open Emaxoso opened this issue 3 months ago • 3 comments

Hi, I'm trying to install the plugin from the Asset Library into an empty project. Sometimes the installation completes successfully, but the plugin doesn’t appear in the Project Settings (even after restarting the editor or deleting the .godot folder). Other times, the editor crashes during installation with the following error:

================================================================
CrashHandlerException: Program crashed with signal 11
Engine version: Godot Engine v4.5.stable.official (876b290332ec6f2e6d173d08162a02aa7e6ca46d)
Dumping the backtrace. Please include this when reporting the bug on: https://github.com/godotengine/godot/issues
[1] error(-1): no debug info in PE/COFF executable
[2] error(-1): no debug info in PE/COFF executable
[3] error(-1): no debug info in PE/COFF executable

Emaxoso avatar Oct 07 '25 06:10 Emaxoso

I’m aware of the issue and am currently investigating the cause. In the meantime, I recommend using version 2.6.3 if the problem persists. This version uses GDScript for the editor instead of C++ (though the plugin’s core is still written in C++). The bug does not occur in this version — it was introduced when the editor code was migrated to C++.

scriptsengineer avatar Oct 07 '25 23:10 scriptsengineer

I’m aware of the issue and am currently investigating the cause. In the meantime, I recommend using version 2.6.3 if the problem persists. This version uses GDScript for the editor instead of C++ (though the plugin’s core is still written in C++). The bug does not occur in this version — it was introduced when the editor code was migrated to C++.

Will the GDScript version of the addon be maintained? Or is the GDExtension version the main one?

Emaxoso avatar Oct 11 '25 21:10 Emaxoso

@Emaxoso Since version 2.0.0, the core has been in gdextension. Starting with 2.4.3, the editor (the screen that edits the database) is in gdextension. I currently have no plans to do so, because if this fix fails, I can revert to using gdscript in the editor.

scriptsengineer avatar Oct 11 '25 22:10 scriptsengineer