Failing to understand when the GPUParticles2D.finished Signal is called

Godot Version

v4.3.stable.official [77dcf97d8]

I’ve been using Godot for several months, but this is my first time using Particles

I’m trying to have this Particle Node continuously emitting for an indefinite amount of time, until the enemy using it decides to warp away.

Using queue_free() obviously isn’t ideal because that erases all particles instantly.

So I figured I’d set the One Shot Property to True and connect to the Finished Signal to call queue_free() once every particle is done processing. One Shot is apparently a prerequisite for Finished to be emitted, according to the editor.

But… that doesn’t work… ? Particles end cleanly, as I wanted, but the Node just sits there, with Finished never getting emitted, unless I call restart() after One Shot is set to True (at least confirming the Signal Connection), but that resets the particles and I definitely don’t want that.

So what am I doing wrong, here? Do I really need to use restart(), then?

image
(I thought the null line was the issue, but no)
Am I missing some crucial thing, surrounding how that Signal works? I imagine I’m just being dumb, as according to Google, no one has run into this.

…My apologies if this turns out to be some obvious thing.