Consistent crash on plugin unload

Godot Version

v4.4.1.stable.mono.arch_linux

Question

I’ve always struggled with editor plugins but I’m giving it another shot. This project has a single configured addon designed to add a TerrainRandom node to the scene tree, in editor and at runtime.* Another sub-plugin NoiseViewerPlugin provides in editor access to a set of FastNoiseLite resources managed by TerrainRandom.

When I deactivate this plugin, it always crashes my editor leaving no logs. This is a common problem for me with plugin development. These crashes occur even when no scene is loaded.

*Background: This is a hacky way to ensure this node is always present so I can test a single Chunk node in isolation in the editor. To Chunks, accessing this TerrainRandom instance is the same in-editor or at runtime. But singletons cannot export their constituent properties/resources, so I have to construct my own inspector alternative, hence NoiseViewerPlugin if I want to make any modifications to the noise parameters.

REPO

No idea if this will help, but I found out that the new correct way to activate/deactivate plugins is to use _EnablePlugin() and _DisablePlugin() instead of _EnterTree() and _ExitTree(). I’m only familiar with making plugins in GDScript so I don’t know if you’re calling everything else there correctly.

Of course it was something trivial like this! Thank you so much :+1: I just wish there was a log haha