Issue with scene not running reliably since V4.7

I am running version 4.7.2 (on linux) after an upgrade from version 4.6.2 (where I had the engine upgrade the project automatically).

The project I am running has several different scenes with scripts experimenting with scene/terrain generation. But for some reason I cannot seem to reliably run even the most basic of scenes. When pressing the “Run Scene (F6)” button 98%+ of the time I see a window with the Godot popup and immediately terminate without ANY OUTPUT in the output window/tab or ANY DEBUG OUTPUT.

the other 2% of the time i actually see the window I expect and the output I expect in the various tabs.

I have a (GD Script) scene as follows:

Node3D (nothing special)

±–world envoronment

+ — directional light

±-- Camera3D (looking at the following 2 nodes)

±-- MeshInstance3D (basic plane providing a backdrop)

±- Node3D (empty except for my script)

With a Script that has (i added the pass/return to eliminate my code beiing the problem):

func _init() → void:

print(“init”)
pass

func _ready() → void:

print(“ready”) 
return

The only issue I have found is that when The scene DOES run (and just shows me my background plane) is that I get the following error:

E 0:00:00:265 _create_instance: Error constructing a GDScriptInstance: ‘Node(Graph.gd)::_init’: Method expected 1 argument(s), but called with 0
<C++ Error> Method/function failed. Returning: nullptr
<C++ Source> modules/gdscript/gdscript.cpp:203 @ _create_instance()

Is there any know issue, or am I doing anything obviously stupid to cause this issue?

Cheers,

Alex.

I have experienced similar crashes in the past.

To help troubleshoot problems like this I always start the Godot Editor from the console (I am on Linux, but this also works on other platforms). This is less convenient than using a task-bar button, or the Start menu, etc, but Godot spits out quite a bit of extra diagnostic information to the console that you will otherwise never see.

On crashes Godot will usually print a C++ stack trace which can help track down the issue, or at least help you if you need to report a bug to the Godot development team. Even on non-crash bugs I will often find useful information in the console output.