Godot Remote Scene is keeping nodes that have been deleted

Godot Version

4.5.1

Question

I was working today and suddenly ran into issues trying to move a node’s children to its parent because it was the wrong type. I looked into remote and saw nodes I had removed before to restructure them still running code. Even with all references to the script I removed from the scenes gone it still runs _ready(). Any method I should try or should I go to git issues?

Your description of the problem is not really clear.

I looked into remote and saw nodes I had removed


I tried reinstalling, restarting, and deleting app data. Would prefer to not have to recreate the scene. Pretty sure it’s not the addon, the CinematicPhantom is mine and i structured those nodes that way myself. But the Cinematic Phantom is still appearing and running its script even though it is not referenced anymore in the local scene tree.

What happens if you disable the plugin?

The PhantomCamera3D script still calls _enter_tree() and hits a null reference because the PhantomCameraManager script can no longer be referenced.

Disable the plugin, remove all plugin nodes and restart the engine.

Same result.

If you disable the plugin and remove all plugin nodes, how can any plugin code still be running? It’s either your code or the plugin cleanup bug. In the case of latter you should report it to plugin devs.

If you disable the plugin and remove all plugin nodes, how can any plugin code still be running?

It’s not my code. Why do you think I’m here? I’ll reach out to them, thanks for your assistance.