I keep getting error by connecting nonexistent signal when tried connecting with a group

Hi I’m fairly new to the whole godot development thing, I’ve put a signal called “max player movement” in a script from a node in a group called “Door”
The signal connected to the function “_on_door_max_player_movement” in a different node
Everything seem to work normally but Godot keep labelling it as an error


#node 1 (from group Door)
signal max_player_movement
func _process(_float) -> void:
	if Input.is_action_just_pressed("ui_interract"):
		max_player_movement.emit()
#node 2 (not from group Door)
func _ready():
	for door in get_tree().get_nodes_in_group("Door"):
		door.connect("max_player_movement", _on_door_max_player_movement) # <- Caused error

func _on_door_max_player_movement():
	cutscene = true

What’s the error message?

Something like
E 0:00:01:455 dicentra.gd:18 @ _ready(): In Object of type ‘AnimationPlayer’: Attempt to connect nonexistent signal ‘max_player_movement’ to callable

As of Godot 4, the syntax is:

door.max_player_movement.connect(_on_door_max_player_movement)

If you’re still getting an error, then the door doesn’t exist yet when you try to connect the signal. You need to make sure that door gets created first.

Alternately, you could create an Autoload signal bus to handle this.

What is AnimationPlayer doing in the group Doors?